Absalom, The City of Secrets Wiki
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0
80
81
2018-08-31T20:04:02Z
FANDOM
32769624
FANDOM moved page [[Main Page]] to [[Absalom, The City of Secrets Wiki]]: SEO
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#REDIRECT [[Absalom, The City of Secrets Wiki]]
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"Jake"
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644
2019-08-15T09:45:50Z
RunelordHades
35605102
Created page with "{{ATCOS_Character_Infobox|image1 = Fernando-correa-lemat.jpg|caption1 = "The gun is mightier than the sword."|gender = Male|race = Devil-Blooded Tiefling|class = Legendary Gun..."
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{{ATCOS_Character_Infobox|image1 = Fernando-correa-lemat.jpg|caption1 = "The gun is mightier than the sword."|gender = Male|race = Devil-Blooded Tiefling|class = Legendary Gunslinger/Soaring Blade Armorist|alignment = True Neutral|age = Younger|height = Average|weight = Muscular|hair = Blonde|eyes = Blue}}Yeah, I'll work on this later, probably. - Hades
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"N"
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2020-10-06T19:04:53Z
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Created page with "{{infobox character |name = NAME UNKNOWN|aliases = "N"|birthPlace = DATA PURGED|gender = ESOTERIC|height = SMALL|weight = BRITTLE|eyes = SINGULAR|playedby = Bea|alignment = C..."
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{{infobox character
|name = NAME UNKNOWN|aliases = "N"|birthPlace = DATA PURGED|gender = ESOTERIC|height = SMALL|weight = BRITTLE|eyes = SINGULAR|playedby = Bea|alignment = CG|race = Draconic Humanoid}}'''I will, I must. For you, for ''us.'''''
=='''A Briefing, Lost'''==
A simple two-sided piece of paper, scattered into the wind. How it had come into your possession matters not. [https://docs.google.com/document/d/1HxzeWK_775cQEwsr5ZaZUXwT1Qtn68Wi5K-UYCp6q84/edit What matters is the information contained within.]
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2020-10-11T13:41:47Z
SpaceDragon00
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Added Picture
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text/x-wiki
{{infobox character
|name = NAME UNKNOWN|aliases = "N"|birthPlace = DATA PURGED|gender = ESOTERIC|height = SMALL|weight = BRITTLE|eyes = SINGULAR|playedby = Bea|alignment = CG|race = Draconic Humanoid|image = N Mythweavers.png}}'''I will, I must. For you, for ''us.'''''
=='''A Briefing, Lost'''==
A simple two-sided piece of paper, scattered into the wind. How it had come into your possession matters not. [https://docs.google.com/document/d/1HxzeWK_775cQEwsr5ZaZUXwT1Qtn68Wi5K-UYCp6q84/edit What matters is the information contained within.]
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SpaceDragon00
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wikitext
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{{infobox character
|name = NAME UNKNOWN|aliases = "N"|birthPlace = DATA PURGED|gender = ESOTERIC|height = SMALL|weight = BRITTLE|eyes = SINGULAR|playedby = Bea|alignment = VIRTUOUS LAWLESSNESS|race = Draconic Humanoid|image = N Mythweavers.png}}'''I will, I must. For you, for ''us.'''''
=='''A Briefing, Lost'''==
A simple two-sided piece of paper, scattered into the wind. How it had come into your possession matters not. [https://docs.google.com/document/d/1HxzeWK_775cQEwsr5ZaZUXwT1Qtn68Wi5K-UYCp6q84/edit What matters is the information contained within.]
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Absalom, The City of Secrets Wiki
0
3
80
2018-08-31T20:04:01Z
FANDOM
32769624
FANDOM moved page [[Main Page]] to [[Absalom, The City of Secrets Wiki]]: SEO
80
wikitext
text/x-wiki
<mainpage-leftcolumn-start />
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2018-08-31T20:04:03Z
FANDOM
32769624
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Wiki==
Welcome to the wiki. We’re a collaborative community website about your topic that anyone, including you, can edit. Click the edit button at the top of any page to get started!
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Springsight
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
==Describe your topic==
Write a description about your topic. Let your readers know what your topic is about and add some general information about it.
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Photos and videos are a great way to add visuals to your wiki. Add one below!
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2018-09-19T19:34:39Z
Springsight
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
==Describe your topic==
Add entries on who your characters are here!
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Photos and videos are a great way to add visuals to your wiki. Add one below!
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2018-09-19T19:35:24Z
Springsight
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File added via photo placeholder
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
==Describe your topic==
Add entries on who your characters are here!
==Latest activity==
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Photos and videos are a great way to add visuals to your wiki. Add one below!
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Springsight
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
==Describe your topic==
Add entries on who your characters are here!
==Latest activity==
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Springsight
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
==Describe your topic==
Add entries on who your characters are here!
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Springsight
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/* Describe your topic */
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<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
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<mainpage-rightcolumn-start />
Photos and videos are a great way to add visuals to your wiki. Add one below!
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Springsight
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<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
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Pandasecret1
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/* Welcome to the Absalom, The City of Secrets Wiki */
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
You can find the link to the Discord server here: https://discord.gg/P4QwVVB
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Pandasecret1
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text/x-wiki
<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the Pathfinder Living World game, Absalom, The City of Secrets!
If you instead want to visit our current setting, please visit the Archives of Utharia here: https://archivesofutharia.fandom.com
You can find the link to the Discord server here: https://discord.gg/P4QwVVB
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Pandasecret1
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<mainpage-leftcolumn-start />
==Welcome to the Absalom, The City of Secrets Wiki==
This is the wiki for the characters in the old Pathfinder Living World game, Absalom, The City of Secrets, which is no longer in play.
If you instead want to visit our current setting, please visit the Archives of Utharia here: https://archivesofutharia.fandom.com
You can find the link to the Discord server here: https://discord.gg/P4QwVVB
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Acies "Slip" Portainanis
0
555
1141
2020-04-14T00:48:20Z
Tyme Lapse
28807105
Created page with "== House Portainanis == {{Infobox_character|name = Acies Portainanis|image = Acies.png|imagecaption = If you don't know how to get there you're not looking the right places.|a..."
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== House Portainanis ==
{{Infobox_character|name = Acies Portainanis|image = Acies.png|imagecaption = If you don't know how to get there you're not looking the right places.|aliases = Slip, Young lord Portainanis, Void Runner, Ace|relatives = House Portainanis|affiliation = House Portainanis|marital = Single|birthDate = Kuthona 21st|birthPlace = Absalom|species = Human|gender = Male|height = 6'2"|weight = 176|eyes = Yellow}}House Portainanis is a member of the Low Council of Absalom. They have gained a title of nobility due to generous donations of magical artifacts and items found within ruins along the island Absalom lays upon. Masters of spatial magic the family has become known as master treasure hunters, their family spreading throughout the entire inner sea region in their search of rare and powerful magic. Their motto is "If it casts a shadow, the void can find it." They also have a business within the security business for absalom. Their spatial magic making it quite easy to create teleport traps, dimensional wards, as well as transport valuable items in complete secrecy. Chances are that if someone is looking for a teleportation spell, House Portainanis has their hands in it.
The current head of the house is a stern middle aged man known as Sterro Portainanis. The epitome of a stern leader he is known for his unchanging expression and mastery of conjuration. During the invasion of the chelish he made great contributions by transporting large numbers of extra planar beings into the melee via ritual and teleporting the citizens back from the front lines. His wife is known as Stelvis Portainanis, a kind and gentle mother who specializes in conjuring elemental power from the planes. The children of the two are Rana Portainanis (The Eldest daughter), Acies Portainanis (The Middle son), Pisces Portainanis (The Youngest daughter), and Lapis Portainanis (The Youngest son)
The family's patron deity is that of Alseta. The elven goddess of doorways, thresholds, and the transition from year to year. As such they offer honor to the goddess by their grand gate into their mansion. Known as the Stars Gate, this large black iron door nearly 16 feet tall is the only entrance to the building. It leads into the grand hall and none but the strongest are able to open this large door. Known as an unofficial test, this door require great strength or magic to bypass. The head servant of the family is chosen to be the door bearer as well. Every year a competition is held to find the most resourceful, strong, and respectful servant in their employment to become the door bearer. They have a strong connection to the church of desna. Finding camaraderie with their love of the stars and void of space as well as their fight against the horrors within. This also leads to them respecting black butterfly followers as well.
== Acies "Slip" Portainanis ==
Acies, also known as slip or ace, is the oldest of the Portainanis House's sons. While the son has a knack for tricks and mischief, they are a very responsible and reliable member of the household. They listen properly to their father when asked and uphold their responsibilities to the best of their abilities. Training in the ways of the Ruin Delver Acies has been learning many secrets of the ancient lairs hidden across the lands. They have the ability to warp space and run through it, climbing walls as if the surface was the ground, leaping through tears to another place entirely, and wielding a blade of gravitational energy. They take great pride in their heritage. This does not lead to a noble complex however as they enjoy spending time with commoners. Often going out and speaking to people, aiding them with their problems if he can. As the oldest son he is next in line to be the head of the house should his father perish. This has led to him holding a great responsibility on his shoulders. While he jokes most of the time at the core of him is a resolute conviction to carry his family's name high and perhaps even eventually take a seat on the high council.
== Void Taint ==
A common problem of the Portainanis household is that of the taint of the void. Abberations and monstrosities lay in the space between the stars and they are ever reaching and corrupting with their influence. In order for the household to continue their spatial powers a ritual is performed on their fifth birthday. Surrounding them in a tear of space with a protective barrier. A layer of magic the only thing between them and the dark places of space. Often times abberations appear in the ritual circle and attempt to attack the child, held back only by the protective magic. If the child manages to make it through without losing consciousness they will gain even greater spatial power. Though, this often comes with a side effect. A dark scar above their heart like a black spiral of writhing tentacles. This has been discovered to be an influence of the outer god. Yog-Sothoth. While they dismiss this as a theft of his power some of the family in past have worried of this influence of evil origin. Despite its lack of effects save a fear of the dark.
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Adair Vosk
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605
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2020-05-28T12:40:40Z
LuckySlugger
44908143
Created page with "{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = ..."
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{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue}}
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LuckySlugger
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{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue|caption1 = "Ave, Imperator. Morituri te Salutant."}}
== Appearance ==
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2020-05-28T12:46:00Z
LuckySlugger
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/* Appearance */
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{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue|caption1 = "Ave, Imperator. Morituri te Salutant."}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
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LuckySlugger
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{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue|caption1 = "Ave, Imperator. Morituri te Salutant."}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
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2020-05-28T12:49:42Z
LuckySlugger
44908143
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue|caption1 = "Ave, Imperator. Morituri te Salutant."}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
94yyr696pbndgxf8o3z7fkefaz65cxk
1242
1240
2020-05-28T12:52:38Z
LuckySlugger
44908143
1242
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Adair Vosk|image1 = 0 Absalom Gladiator.jpg|gender = Male|race = Human|class = Warder (Zweihander Sentinel)/ Runeforged Warrior|alignment = Neutral Good|deity = Milani/Kurgess/Iomedae/Gorum|age = 25|height = 7'1" (216 cm)|weight = 324 lbs.|hair = Dirty Blond|eyes = Ice Blue|caption1 = "Ave, Imperator. Morituri te Salutant."}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined
== Relationships ==
-To be determined
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
2nlgydufog35e40zmq0z3dio25bzsij
1244
1242
2020-05-28T13:12:24Z
LuckySlugger
44908143
/* Relationships */
1244
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 7'1"|weight = 324 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
0cghopii84dixkhy1pkodb7vauuuazf
1245
1244
2020-05-28T13:13:35Z
LuckySlugger
44908143
/* Life in Absalom */
1245
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 7'1"|weight = 324 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined...
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
bk0i9kn5wu6liai4jqyzrj1nrc0xaao
1247
1245
2020-05-28T13:47:09Z
LuckySlugger
44908143
/* Relationships */
1247
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 7'1"|weight = 324 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over seven feet tall, and weighing nearly 325 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined...
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording.
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
hxinlordstsdqw9alno9gd4rat6z80m
1252
1247
2020-05-29T04:34:26Z
LuckySlugger
44908143
1252
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 8'2"|weight = 467 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over eight feet tall, and weighing nearly 475 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined...
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two-bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording.
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
503bcwe8jszrcvf4iw8nrf6ptlmmwuj
1333
1252
2020-05-31T20:07:38Z
LuckySlugger
44908143
1333
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 8'2"|weight = 467 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over eight feet tall, and weighing nearly 475 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined...
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two-bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording.
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== Goals ==
If he's being perfectly honest, Adair isn't quite sure what his goals are in life, ever since his tribe broke apart. He wants to get and stay away from Qadira; he knows that for a fact. He'd like to make a little bit of money and enjoy a good life that he never had before- he knows that too. But he barely made anything defending the farmers out at East gate, and yet that was the most fulfilling work he'd done up until that point. Stopping the rampant constructs within the puddles also made him feel like he had made a difference in someone's life. He may not know what he wants for himself just yet, but he does know he wants to be a shield for other peoples' lives and dreams, so that they have all the time in the world to think of what they want for themselves. He figures if he does that enough, he might just be able to piggyback a goal of his own, if he hears one he likes enough.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
nlcucpipm70guou1b33epskwefe1vu3
1336
1333
2020-05-31T20:08:58Z
LuckySlugger
44908143
/* Goals */
1336
wikitext
text/x-wiki
{{Infobox_character|name = Adair Vosk|image = 0 Absalom Gladiator.jpg|imagecaption = "Ave, Imperator. Morituri Te Salutant."|marital = Single|birthDate = 14th of Sarenith|birthPlace = Unknown|species = Human|gender = Male|height = 8'2"|weight = 467 lbs.|eyes = Ice Blue}}
== Appearance ==
Adair is a physical behemoth. Standing over eight feet tall, and weighing nearly 475 pounds, this ex-gladiator is covered in both muscle and scars, lending a looming terror to his aura. While his dirty blond hair and icy blue eyes hint to his potential Ulfen heritage, his deeply tanned skin belies his years spent burning under the desert sun. He cuts his hair short in the Taldoran fashion, as he’s been accustomed to all these years, and keeps his face completely shaven, hating the itch and heat of a beard.
Despite his intimidating size, Adair is always incredibly relaxed, his every movement fluid and connected, with not a single wasted motion. 'Loping' is a far better description than walking for Adair. This gives an observer the feeling of incredible violence just contained, like a dormant tornado or building tempest. Adair carries himself like a king, always sauntering down the street with his head held high, his every action perfectly assured, never once betraying fear or weakness.
His square, chiseled face and nose that’s been clearly broken & reset more than once give the impression of his sturdiness and reliability, and his usual soft smiles make him seem far more approachable and less menacing than a man of his size should be otherwise. It seems as if he can never be divorced from his armor, and will be found wearing it constantly, as if perennially ready for the next battle. Likewise, his beloved greatsword seems inseparable from him, and can always be found hanging from its baldric on his body. Otherwise, Adair seems to dress quite simply, preferring leathers, wool, and furs to keep warm or cool as the weather requires. A short shoulder cape allows for protection against the elements, and sturdy boots allow him to continue walking for miles after most would be hobbled with blisters.
== Personality ==
Though often soft-spoken, Adair is a friendly person, welcoming the company of others, and is much more social than his ferocious demeanor might otherwise suggest. This is only more exacerbated amongst good friends or when he’s been drinking- in those scenarios, Adair feeds off the energy of the group as a whole, and quickly enlivens the atmosphere, becoming outspoken and breaking out into uproarious laughter, his more boisterous personality breaking through.
In day to day life, Adair has a rather wry sense of humor, regularly cracking a short line mocking whatever unfortunate circumstances he’s found himself in this time. His is a rather easygoing personality, taking whatever comes as it comes. Despite this laid-back nature, he is a dutiful man, and will do what is required to keep his word, so long as it doesn’t break his moral code.
While fighting, Adair is decisive in his every action, always aiming to win. Though he doesn’t like to admit it, he loves fighting, and loves a good opponent, and that feeling of striving towards victory while dancing on the very cliff’s edge of death. At times like these, a savage sort of smile can be seen on Adair’s face, only broken by the end of combat or by an unstoppable rictus of pure fury as someone dares to attack his companions instead of him. His duty is to protect others, and he holds no mercy for those who attempt to break his word for him.
== Life in Absalom ==
-To be determined...
== Relationships ==
* [[Emi Kaneko]] - Having hired the strange swordswoman to help him defend the farmers he protects, he trusts her to have his back, even if he's very confused as to why a supposed noblewoman with a mansion is picking up two-bit jobs like his.
* [[Hannah Ritter]] - This former Sheriff also helped out without asking for so much as a copper when Adair's farmers were beseiged by zombies, and so, Adair has a rather high opinion of her. The two bonded over drinks and tearing down some of Emi's more unfortunately advertising posters, so the poor noblegirl could fix some of the more... unfortunate wording.
* [[Dmitri]] - Though he doesn't have much more than a working relationship with this priest of Groetus, having completed a few quests with the man, Adair does find him useful, if overly nihilistic.
== Goals ==
If he's being perfectly honest, Adair isn't quite sure what his goals are in life, ever since his tribe broke apart. He wants to get and stay away from Taldor; he knows that for a fact. He'd like to make a little bit of money and enjoy a good life that he never had before- he knows that too. But he barely made anything defending the farmers out at East gate, and yet that was the most fulfilling work he'd done up until that point. Stopping the rampant constructs within the puddles also made him feel like he had made a difference in someone's life. He may not know what he wants for himself just yet, but he does know he wants to be a shield for other peoples' lives and dreams, so that they have all the time in the world to think of what they want for themselves. He figures if he does that enough, he might just be able to piggyback a goal of his own, if he hears one he likes enough.
== History ==
"Ave, Imperator. Morituri te salutant."
The words had once more become as devoid of meaning as they had when he had first said them, unaware as to what they meant. “Hail, Lord. We who are about to die salute you.” Impressive and fearsome when two dozen gladiators shout them simultaneously, but once a man accepted he was merely a walking corpse, with the only variable being time, they seemed to lose their power. Looking across at his opponents, the expectant gazes of Taldorian nobles bearing down upon his body, Adair lowered his visor with a soft sigh, and hefted his sword once more.
<nowiki>--------------------------------------------</nowiki>
Adair had been an unwanted child, that he knew. He had the look of the Ulfen about him, with his blond hair and blue eyes, but he had been abandoned in the forests of Taldor, discovered only by a drunken hunter’s stumblings. He brought the baby home more out of a whim than any real reason, and while his wife did her best to raise the child, after his single act of goodwill, the hunter seemed wholly disinterested with Adair. His only interactions with the boy were to tell him to shut up and stop being such a burden, and when Adair grew older, the same message, but this time delivered with his fist.
Ten years went by this way, until the hunter’s wife died. They said it was suicide, but no one dared to look at the hunter during the burial, and no one mentioned the bruises that striped her neck like a tiger’s. A few weeks after the burial, and the old hunter had drunk his way through the town’s goodwill. Adair remembered looking out the window to see the old man staring at him the same way he would a buck the few times he remembered how to hunt. One day, well before morning the hunter told Adair to get dressed and follow him, that they were going to hunt and he needed someone to carry the prize. Obedient, if not the wisest, Adair followed, even as the sun rose and they went well past the hunter’s usual grounds. The sun was beginning to set by the time they reached their goal, but any complaints Adair had were lost as the bewitching splendor of the city of Oppara entered his sight. The gold blinded him at first, causing the old hunter to impatiently grab Adair’s arm and pull him forward as the young boy blinked the stars from his eyes.
A bit more walking, past harder and harder looking men, and the glorious gilted buildings gave way to rougher structures of stone and wood, and the bodies began to press in until Adair would have worried about being lost in the crowd were it not for the hunter’s strong grip. Finally, they reached a clearing where no one dared to press in, save for Adair and the hunter. The old man faced a woman who was well dressed, but flanked by half-orcs big as any two humans put together.
“How much?” The old man asked, throwing Adair forward, causing him to stumble.
Adair blinked. He looked toward the old man, who studiously refused to make eye contact. Adair saw nothing the old man could be trading- they hadn’t even bothered to trap so much as a pheasant on their way here.
The woman looked Adair up and down, with the same look the old man had given him the week before. “I’ll give you… 20 gold for him.” It was as if someone had detonated a cask of black powder under him. The world spun, and though he watched the old man and the well-dressed woman haggle back and forth, he couldn’t understand any of the words. His ears rung like he had been slapped, and he didn’t even offer resistance as one of the half-orcs reached forward to drag him away. His last sight was the woman counting out gold into the old man’s hand. The hunter never even looked his way once, too entranced with the clinking coin between his palms.
Though he hadn’t lived very well before, it was only now that his life truly became miserable, focused towards a single goal: survival. He had been sold as a gladiator, and there were many years of training to go to get there. And if he failed- well, there was always a need for more bodies to practice live weapon training on.
Still, his heritage slowly began to reveal its advantages as he grew older. Now that he had enough food, his Ulfen blood began to surge, throwing his body through growth spurt after growth spurt, and packing meat and muscle on his body like a stonemason who had finally received his granite. He took to the lessons faster than the other children, and though he was not the strongest of them, he seemed able to summon endless reserves of stamina, outlasting every other soul, only to rise up earliest amongst all of them the next day to do it all over again.
On the day of his 15th birthday, he was ‘formally inducted’ as a gladiator, half drowned in lion’s blood and covered in red as he slayed the beast in single combat. Of the 40 of them that had started all those years ago, 12 remained. They were all granted the last name ‘Vosk,’ the 22nd such batch the wealthy slave trainer had trained up to this point. A glorious feast awaited them that night, for the next morning, they would once again fight for their lives- this time against men and women with every intent to kill them.
Adair mostly remembered the raw panic of the moment. The moment the sun glared down on him, and he saw the massive brute of a man charging him from across the arena’s sands, all knowledge of battle seemed to have fled his mind completely. Still, his body knew what his mind had forgotten, and muscle memory pulled him out of the way, his form dancing across the sands as he slipped from the behemoth’s lunge. His sword flickered up then down, and just like that, the man roared in pain as he fell to his knees, the tendons sliced from the back of his heel. One, two, three more cuts and a kick left the man completely disarmed and face down, the jeers of the audience baying for his blood. Adair finished it with a thrust to the nape of the man’s neck, his blade swifter than a serpent’s tongue as it licked out and took his life.
The cheers escorted Adair out of the arena and into the new chapter of his life. As years went by, and Adair stacked victory upon victory, he no longer resembled the child of his youth. A hardened man, Adair now resembled more the granite statues that adorned the city streets than the lost foundling with more bruises than teeth. And on his 18th birthday, his training changed as well. No more just a convenient sword holder, Adair began to learn diplomacy and manners, how to carry himself amongst nobility, languages, and other arts as well. His newfound patrons, men and women both, began to make demands upon his time outside the arena as well, and with how they paid, compliance was all but demanded. Though he acquiesced, the fire of rebellion was slowly stoked within his heart. And on his 22nd birthday, the same anniversary and year as his Naming, he stoked it into a flame to burn down the whole damn arena.
<nowiki>-------------------------------------------------</nowiki>
Adair raised the champion by his neck, shaking his head slowly. The champion’s duel was always a duel to the death. “I’m sorry, brother.” He whispered, as his spare dagger flashed across the man’s neck, coating Adair in crimson as the former champion bled out on the sands. Adair was well and truly sick of the bloodshed, but this one last murder of his brothers was required if the plan was to succeed. The Taldorians couldn’t have any advance warning of their insurgence.
The plan was set into motion after the laurel was placed on his head and the feast celebrating his victory was in full swing. Weapons snickered through the air as the gladiators retrieved their blades and bows, hidden before the banquet. The food quickly turned from well-done to bloody raw as the slaves enacted their gory vengeance. Breaking through the house guards, the slaves managed to commandeer the rowing galley left at the River Porthmos dock- and well, no one knows how to row a galley better than a former galley slave.
As they tore out of harbor, the men and women thought they were finally free. But they underestimated just how much Oppara was willing to make an example out of them. Zimar Corsairs hounded their heels constantly, forcing the rowers to work night and day until they all but dropped from exhaustion. Their speed fell with the men and women, and one fateful night, as they crested the mouth of the River Porthmos, the Corsairs caught up. It was a brutal battle, but pirates never fight fair. Adair remembered fighting desperately against the boarders, cutting grappling hooks in between opponents, when his world suddenly sang out and the wooden planks opened up to swallow him whole. A cannonball had just missed him and instead taken out the deck below him, depositing him into the water below. As Adair desperately tried to unbuckle the armor that was slowly sinking him towards the bottom of the lake, his last sight was his galley burning.
He awoke to scorching heat and shifting sands beneath him. He kept his eyes closed, unwilling to see the arena’s hated walls rise around him once more in his captivity. But when the lash never fell on his body, he risked opening his eyes and looking around at the tent he found himself within. A child nearby was startled, and jumped up yelling “Mom! Mom! The stranger is awake!” As Adair got his bearings together, and noticed all the bandages covering his body, an older woman walked into the tent and knelt down next to him, followed by a man covered in scars and missing an eye. Adair was immediately put on edge by the man, before the mother began to explain that they were heatstone scavengers and had found Adair washed up on the shores of Qadira before nursing him back to health. They exchanged words for a while longer, before leaving Adair to rest.
It took a few more weeks before Adair was once more operating at full capacity. Now a free man, but not knowing what to do with that freedom, he began to live with the nomadic tribe, finding heatstones amongst the sands and helping fend off bandits and beasts. On the anniversary of the new year, the old man, Ocrus, took Adair to the revered battlefield that spawned the tribe decades ago from the collected survivors, made him fast a day, and at high noon, made him recite a vow Adair will always remember.
“In my own name, unsullied and bound to my virtue, and in the name of Al’asadriel, this I swear: with my blades I shall defend the innocent from those who threaten them wrongfully. With my eyes I shall look for evil and with my words and deeds seek to turn it back to good, or else destroy it. With my mercy and conviction I shall lead others into the light, and with my courage I shall hold back the shadow, until the day I die or Al’asadriel returns to release me.”
After this oath, Ocrus began to explain to Adair as to his order, and trained him in their combat style so as to guarantee the survival of the tribe. Another year passed by in this manner, and though his life was simple, for the first time, Adair lived for himself and for others through his own will. His skin grew tan from the harsh ministrations of the sun, and his heart grew soft from the tender care the tribe had for one another, and how they had accepted him as one of their own without even skipping a beat.
Still, it seemed as if Adair was never meant to live the quiet life, and his personal curse visited its wrath upon his newfound family once more. The youngest son of the chieftain contested his brother’s claim to the right to rule upon their father’s death, and the tribe split in half between the two brothers. As the factions began to tear the clan apart, scavengers heard the rumors, and the raids began to increase in both frequency and intensity. Finally, in a fit of wrath, after one particularly ruinous raid, the eldest brother slew the youngest, fracturing the tribe once and for all. They all split and went their separate ways upon reaching the nearest town. Ocrus headed for the nearest pub as he watched his life’s goal slowly fade into the sands, but not before giving Adair a few parting words of advice.
For his part, Adair decided to leave the country completely, taking on work as a caravan guard to raise enough money to afford the boat ride to Absalom. There he figured was just as good a place as any to start his life over once more, using the only skillsets he had ever curated. He figured they’d be in high demand, even as the city still tried to rebuild after the Cheliax invasion.
co4otihdoql70omm1eeegk3s0mv5bwm
Adata M. Sibley
0
700
1453
2020-07-05T00:09:30Z
Dookn1s
45971309
Dookn1s moved page [[Adata M. Sibley]] to [[Starsh Tinkatokk]]: Adata M. Sibley, the character, has been deprecated. Remaking this page for Starsh Tinkatokk now.
1453
wikitext
text/x-wiki
#REDIRECT [[Starsh Tinkatokk]]
7hl54tmf5t4w7nl9vfv8jixq4959s6i
Aenwyn Starsea
0
413
828
2019-11-27T17:22:18Z
BrynnRoleplay
44524136
Starting to edit the page, will continue when less tired.
828
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Aenwyn Starsea
| image = Aenwyn.jpg
| imagecaption = Aenwyn, wearing her hair up for adventures.
| playedby = Brynn
| alignment = Lawful Good
| birthDate =
| race = Elf
| gender = Female
| height = 6'0"
| weight = 112 Lbs.
| eyes = Deep Hazel
}}</nowiki>
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<nowiki>{{infobox character}}
|</nowiki> name = Aenwyn Starsea<nowiki>
|</nowiki> image = Aenwyn.jpg<nowiki>
|</nowiki> imagecaption = Aenwyn, wearing her hair up for adventures.<nowiki>
|</nowiki> playedby = Brynn<nowiki>
|</nowiki> alignment = Lawful Good<nowiki>
|</nowiki> birthDate = <nowiki>
|</nowiki> race = Elf<nowiki>
|</nowiki> gender = Female<nowiki>
|</nowiki> height = 6'0"<nowiki>
|</nowiki> weight = 112 Lbs.<nowiki>
|</nowiki> eyes = Deep Hazel<nowiki></nowiki>
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{{Infobox_character|name = Aenwyn Starsea|image = Aenwyn.jpg|imagecaption = Aenwyn, holding her spellbook.|relatives = No Known Living Relatives|affiliation = Pathfinder Society|birthDate = 12th of Desnus, 4556|birthPlace = Sovyrian|species = Elf (Sovyrian/Mordant Spire)|gender = Female|height = 6'0"|weight = 112 Lbs.|eyes = Hazel}}
<nowiki></nowiki>
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{{Infobox_character|name = Aenwyn Starsea|image = Aenwyn.jpg|imagecaption = Aenwyn, holding her spellbook.|relatives = No Known Living Relatives|affiliation = Pathfinder Society|birthDate = 12th of Desnus, 4556|birthPlace = Sovyrian|species = Elf (Sovyrian/Mordant Spire)|gender = Female|height = 6'0"|weight = 112 Lbs.|eyes = Hazel}}
== Aenwyn Starsea<nowiki></nowiki> ==
Aenwyn has always been an adventurous spirit; ever dreaming onward of bigger and brighter goals, of mystical secrets and daring adventures through ruins and city streets. She is a woman who carries herself with a calm confidence and occasionally sarcastic demeanor, though always with the looming sense of her own long lifespan.
=== Physical Description ===
While she is not incredibly tall, she is slender even by elven standards with wiry limbs and a thin frame. Her frail figure is accentuated by her naturally paler skin that only results in her looking almost porcelain at first glance. Her long, dark brown hair is usually let loose or kept in a tight braided bun when sneaking around places she shouldn't be. Her eyebrows are visually expressive, even if the rest of her face doesn't move her slender brow tends to give herself away with quizzical looks or concerned furrowing.
Her fingers look especially nimble and practiced, with many cuts and jabs from various pieces of sewing equipment along with the occasional ink stain. In many places, her skin looks to be a soft blue as if freezing though with plantlike veins winding under the first layer. She frequently smells of various alchemical components or dyes.
OOC Visually Apparent Traits: Slender (Elf Racial Trait), Iceplant (Witch Hex)
=== Gear and Clothing ===
Aenwyn certainly favors cool colors such as blues and greens. Her trademark outfit is a long blue coat, frayed at the edges from decades of use and repair, paired with a smattering of belts, straps, pouches, and pockets from varying pieces of clothing she has collected over the past century. This hodge podge method of clothing construction shows itself in the rest of her gear and work; she favors having an artfully messy collection of functional objects that when combined, perform greater than their original parts. Her spellbook is especially reminiscent of this; a jumbled collection of notes that, while organized, certainly does not appear to be so to the layman.
Of great importance to her is a long necklace, the pendant being a silver songbird with beautifully carved multi-colored gemstones along the circling tail. Along with that, on her left ring finger are two rings; one gold and one silver that seem to be wedding bands.
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Afon Lynn
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{{Infobox_character|name = Afon Lynn|image = Iu.png|aliases = Fangfist, Outsider|relatives = Unknown|affiliation = Lamashtan, ex-monk of The Order of Irori|marital = Unwed|species = Mistsoul Undine|gender = Male|height = 5'8"|weight = 120lbs|eyes = green, one lost to scarring, other implanted drake eye|birthDate = 31, Lamashan, 4579|birthPlace = Daylight, or near it. Was found near the worldwound}}'''Physique'''
Afon stands at an average five foot eight, and weighs a comparatively light 120lbs, gear and clothing included.
His body is decorated with gnarled and twisted scars and wounds, clearly having survived more than his share of battles and injuries. The most prominent being the scar across his face, leaving his right eye blind, and the one across his gut, a disemboweling wound.
His skin is pale, and pink for an undine, save for his arms and legs, both coated in thick, inky black from elbow down, and knee down. His white hair hangs in stringy lengths, down to his mid-back.
He's usually found in simple, peasants clothing, often shirtless to show off his scars.
'''Personality'''
Afon is unpredictable to say the least, acting on base instinct or whim, it's hard to tell which. He tends to be easygoing, focused on his arts, both martial and fine.
That said, if he feels slighted, he's more than capable of following an enemy to the worlds end to seek his pound of flesh, either figurative or literal.
'''Backround'''
The people of his home village believed him to crawl straight from the worldwound. He was found wandering the woods near the village of daylight, not but a few years old. The town's church took him in, and he was a hellion right from the start. He'd get into fights with other children, and even some of the adults.
When he finally murdered one of the town's drunks, the church sent him away, to a temple of Irori, hoping they could get him to focus this energy. It worked for a time, the church of Irori bringing the boy up to his adulthood, all while training him in the martial arts, helping to give the, now man, focus.
Sadly for the temple, due to some slight, that Afon has now forgotten, that temper raised it's head again. He killed six of his fellow monks before he was subdued, only for him to later escape their custody later that night.
He fled into the countryside, and came upon a Lamashtan cult. They valued his strength, horrible as it was, and he quickly rose in the group, training its members to fight, before his new goddess blessed him with horrible nightmares. These nightmares tasked him with finding and recovering the holy weapons: Redlust and Chillheart, or, as the case was on the material plane the daughters of those weapons.
His quest leads him across Golarion, leaving a trail monsters and corpses in his wake, the Lamashtan priest eventually coming to Absalom, before running into a dead end in his search.
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Alexander Godwin
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'''Backstory'''{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to {{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
== '''Friends/Enemies''' ==
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'''Backstory'''{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food. {{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
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'''Backstory'''{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food. {{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
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'''Backstory'''
{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}
Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.
{{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
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== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}
Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.
{{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
8wrz6hwcp6r3topwmtrv1ctqfyrsfqi
288
287
2018-11-26T21:15:19Z
Springsight
35576760
288
wikitext
text/x-wiki
== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.
{{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Items]]
8pp2jzt3erwwhkyvw89uiry1icms6bv
289
288
2018-11-26T21:15:34Z
Springsight
35576760
289
wikitext
text/x-wiki
== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.
{{Infobox_item|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
pbg20oqdcvd9y76vwa113quman7u3fx
290
289
2018-11-26T21:16:22Z
Springsight
35576760
290
wikitext
text/x-wiki
== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Alexander Godwin|image1 = 4d4adbabd6e1ba07af04a0ccb6cdaeea.jpg|caption1 = "If there's no light in the darkness for you to follow, you've just gotta be one!"|gender = M|race = Suli|class = Talented Cleric / Phantom Blade Spiritualist|alignment = LG|deity = Iomedae|age = 17|height = 5'10|weight = 159|hair = Red|eyes = Red}}Alex Godwin was born to a single mother in a small town in the Ironbound islands. She tried her best to raise him, but couldn't afford to buy food for both of them, and left him on the doorstep of the local orphanage, leaving the priests to tend to him. He grew up there, having a somewhat normal childhood, leaving the orphanage to see the world at 15. He immediately was caught up in a gang of thieves, who took advantage of his trusting nature and slow intellect to use him as muscle, a task which planted a growing seed of remorse in him. With each morally grey act he was forced to commit, thefts, assaults, and crimes, he grew more and more upset. He tried to speak up. But nothing came of it.
His partners in crime didn't listen to him, and as he voiced more and more concern, they came up with a plan to get rid of their “liability.” He would steal a holy relic from the tomb of a war hero, an ancient crusader against darkness, his name lost to time. All that remained was a coffin...and a sword. He broke in, of course. Why would they betray him? Alex was of course, immediately arrested, paladins rushing to the scene of the crime as soon as the wards were broken.
They caught him red-handed, the blade still in his dirty hands as he shook in fear in the moonlight. The hapless boy was tossed in jail with haste, paladins of Iomedae seeking to have him executed or tossed in jail for life for a crime against their faith. But fate was on Alex’ side that day. The judge, a paladin by the name of Ulfur Boreal took mercy on him. He could go to prison for ten years...or be inducted into the church of Iomedae, and begin a life upholding the very values he had just desecrated. In tears of joy, Alex immediately chose the life of a clergyman over the alternative his “friends” hadn't received. The priests seeking his head on a plate were outraged, crying foul, and obstruction of justice. This was made even more so when it was decided by Judge Boreal that young Alexander could keep the sword he had stolen. The day after, he was put on a ship to the city of Absalom, and his adventures began.
== '''Story So Far''' ==
After a year in the militaristic church of Iomedae in Absalom, Alex was nearly unrecognizable from the scrappy thief who came there prior. He grew in muscle, height, and heart, but there were still challenges to face even there.
His peers were alright enough, but another trainee by the name of Tursgud seemed to take a special kind of pleasure in tormenting the beefy young man, causing him pain and inconvenience wherever he could encounter it.
After another beating from his tormentor one day during a training session, he was put out of practice for the day to
tend to his bruises, and while miserably watching others surpass him, he met Phoebe, a paladin of Apsu who decided to be a kindred spirit. She empathized with the young man, and after learning of his situation...decided to take him out for lunch! Since then he seems to see her as something of a big sister, admiring her strength, resilience, and ability to put away unholy amounts of food.{{Infobox_event|image = Image0.jpg|imagecaption = Alex has taken up cooking in his spare time. It's pretty simple, but wholesome food! He eats like a hog.}}
== '''Appearance''' ==
Alexander is a tall, muscular young man with a head of shaggy red hair, and two ruby red eyes that most recall as one of the most striking parts about him. He's usually wearing a red, white, and black shirt, highlighted with gold buttons, the colors of the particular sect of Iomedae he was sent to. On patrol, he wears a typical set of battered up, standard issue armor. It doesn't fit him right, but he makes do! Another thing to note about his appearance is the ornately crafted falchion that never seems to leave his side. The craftsmanship is unheard of, and it never seems to lose its edge, no matter how much it cuts.
== '''Personality''' ==
Alexander is extremely caring and compassionate, which isn't a good combination with his slow wits and low intelligence. However much trouble this might get him into, he always seems to find a way out of it, whether through his force of personality, insightful wisdom, or sheer brute strength. His friends will note one of his best and worst qualities as his stubbornness. It's let him hold fast through trouble and strife, but has also gotten him into the very same things it's solved.
== '''Friends/Enemies''' ==
[[Phoebe Fulgur]] - A paladin of Apsu he met one day in the training yard of the church barracks he lives in. She's become something of a big sister to him.
??? - The voice in his sword. A mysterious, shadowy entity that both scares and intrigues Alex.
[[Category:Characters]]
[[Category:Player Characters]]
ljebq6fvm4p9uui36gffwwd2497rhem
Alfranz François
0
109
125
2018-09-20T03:00:15Z
Starfletcher5
32247750
Added Infobox
125
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
===<nowiki/>===
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125
2018-09-20T03:02:27Z
Starfletcher5
32247750
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wikitext
text/x-wiki
=== '''Backstory''' ===
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
===<nowiki/>===
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2018-09-20T03:05:12Z
Starfletcher5
32247750
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wikitext
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=== ===
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
===<nowiki/>===
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2018-09-20T18:49:01Z
Starfletcher5
32247750
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
===
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
===
== Story So Far ==
===
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
===
== Appearance ==
===
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
===
== Personality Traits ==
===
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
===
== Friends / Enemies ==
=== Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
===
==== Enemies
None yet.
====
=== ===
===<nowiki/>===
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2018-09-20T18:49:59Z
Starfletcher5
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wikitext
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{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
== Story So Far ==
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
== Appearance ==
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
== Personality Traits ==
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
== Friends / Enemies ==
Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
Enemies
None yet.
=== ===
===<nowiki/>===
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159
2018-09-20T18:50:15Z
Starfletcher5
32247750
160
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
== Story So Far ==
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
== Appearance ==
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
== Personality Traits ==
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
== Friends / Enemies ==
Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
Enemies
None yet.<nowiki/>
ev0ao2n6er9urdqniosd1maax0ny65m
161
160
2018-09-20T18:52:45Z
Starfletcher5
32247750
Adding categories
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{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
== Story So Far ==
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
== Appearance ==
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
== Personality Traits ==
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
== Friends / Enemies ==
Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
Enemies
None yet.<nowiki/>
[[Category:Characters]]
k7nfbwyg6fvnp41sm701qvb9gl5ymcj
162
161
2018-09-20T18:53:05Z
Starfletcher5
32247750
Adding categories
162
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = Character Information|gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
== Story So Far ==
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
== Appearance ==
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
== Personality Traits ==
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
== Friends / Enemies ==
Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
Enemies
None yet.<nowiki/>
[[Category:Characters]]
[[Category:Player Characters]]
f75brt9mk7b0xsfqgxae43ltk39adym
163
162
2018-09-20T18:54:19Z
Starfletcher5
32247750
163
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Alfranz François|image1 = Alfranz.png|caption1 = "Only the victors get to capture history. That's why I prefer to be on the winning side."|row1 = |gender = Male|race = Catfolk|class = Wizard / Negotiator Bard|alignment = CN|deity = Shelyn|age = 18|height = 5'4"|weight = 135|hair = Black & White Fur|eyes = Golden}}
== Backstory ==
An avid painter, Alfranz François was known for his fine arts and philosophy back in the city of Edme of Galt. Dabbling in the arcane arts, Alfranz was quite famous for designing paintings that were meant to have spells cast upon them for specific effects. Having established a wide clientele, the catfolk felt at ease in his high tower home. However, just as his life had begun to become so simple, everything changed. A rogue mage swept fire and chaos through the streets of Edme, burning everything and everyone it could. Alfranz awoke to the smell of burning canvas and ink, and were it not for the screams of the panicked, he surely would have burnt up into cinders. Having barely escaped his tower with only a few of the possessions he cherished, he wished nothing more than to go far, far away from Galt, to escape the oncoming revolution by fire...
== Story So Far ==
Having just arrived to the city, Alfranz has found himself a room to rent under the kind Ms. Agatha. He has secured a small reputation as an artist with the help of current clients Dala and Jason, both of which agreed (or wished to) be painted by Alfranz himself. The catfolk also participated in an arena battle against giant lizards in order to spread his name that much farther.
== Appearance ==
For all intents and purposes, Alfranz at his base appears to be a humanoid version of a common housecat. He does not stand very tall, nor does he weigh very much, but it is what he adorns himself with that stands out in particular. His trench coat is made of seemingly expensive materials, although it is singed slightly at the tailcoats. Underneath lies a silken-red garment and practical, blue wool pants. He is never seen without his top hat, but it is rare to witness him without some kind of pigment or ink staining his fur, but his clothing always seems to stay pristine. He is never without his favorite paintbrush, which is strapped to his belt, and he has been seen as capable of making it enlarge to that of a staff.
== Personality Traits ==
Alfranz by default is a rather charming intellectual. Always attempting to appear as dapper as one can be, he can be defined as quirky by most. Indeed, his rather upbeat personality can be infectious and his wordplay can convince all but the most adamant. He seems rather attached to the past, and also (reasonably) afraid of fire. Despite his losses, he still clings to his profession as an artist, but also dabbles in philosophy, wizardry, and the arts of diplomacy. It can be presumed that such things are done in an effort to maintain his status quo, as it was sudden change that ruined his previous life; his sentimentality may stretch even as far as unwilling to change professions despite whether or not it would actually be profitable.
== Friends / Enemies ==
Friends
Alfranz has made friends with another Catfolk by the name of Dala, and a third of the name Jason. While Dala seems to be slowly transforming herself into a machine, she wishes to remember her old self, and so requested a painting by Alfranz. Jason was the first Alfranz met upon the docks, and encouraged Alfranz (unintentionally) to revive his craft. Jason's "personification of strength," as Alfranz had put it, made him eager to begin painting once again. Jason is also the one who introduced Alfranz to Agatha, who offered him a place to rent.
Enemies
None yet.<nowiki/>
[[Category:Characters]]
[[Category:Player Characters]]
r6tnwophg5p0mk9ldwx9owuwjisqhhj
Aloysius Pierce
0
801
1653
2020-10-11T00:42:22Z
AxelSee
31598748
Created page with "{{Infobox_character|name = Aloysius Pierce|image = Aloysius Pierce.jpg|imagecaption = Perfectly proper, as all things should be.|aliases = Mr. Pierce, Kitharodian's Dark Rose|..."
1653
wikitext
text/x-wiki
{{Infobox_character|name = Aloysius Pierce|image = Aloysius Pierce.jpg|imagecaption = Perfectly proper, as all things should be.|aliases = Mr. Pierce, Kitharodian's Dark Rose|relatives = Father: Reginald Pierce
Mother: Maria Pierce
Younger Brother: Alfred Pierce
Younger Sister: Martha Pierce|affiliation = Kitharodian Academy|marital = Single|birthDate = 12th of Pharast|birthPlace = Oppara, Taldor|species = Smokesoul Sylph|gender = Male|height = 5'11"|weight = 155 lbs|eyes = Diamond Blue}}<blockquote>"Forgive me, mistress, it seems I missed a speck of dust. I'll have to straighten this entire hall once more before guests arrive. Pardon my tardiness, I've prepared the menu and paired the wines according to our guest's tastes. You'll find an appropriate garment one step above the rest laid out for you in your chambers. Allow me to select a fragrance for the evening, might I recommend Roja Haute Exclusive?" </blockquote><blockquote>- Aloysius setting things in order for a casual get together that his mistress was having with friends</blockquote>
== Description ==
== Personality ==
== History ==
== Relationships ==
misrs696lugt5yf1t4800bd5h3ig28o
1654
1653
2020-10-11T05:04:15Z
AxelSee
31598748
/* Description */
1654
wikitext
text/x-wiki
{{Infobox_character|name = Aloysius Pierce|image = Aloysius Pierce.jpg|imagecaption = Perfectly proper, as all things should be.|aliases = Mr. Pierce, Kitharodian's Dark Rose|relatives = *Father: Reginald Pierce
*Mother: Maria Pierce
*Younger Brother: Alfred Pierce
*Younger Sister: Martha Pierce|affiliation = Kitharodian Academy|marital = Single|birthDate = 12th of Pharast|birthPlace = Oppara, Taldor|species = Smokesoul Sylph|gender = Male|height = 5'11"|weight = 155 lbs|eyes = Diamond Blue}}<blockquote>"Forgive me, mistress, it seems I missed a speck of dust. I'll have to straighten this entire hall once more before guests arrive. Pardon my tardiness, I've prepared the menu and paired the wines according to our guest's tastes. You'll find an appropriate garment one step above the rest laid out for you in your chambers. Allow me to select a fragrance for the evening, might I recommend Roja Haute Exclusive?" </blockquote><blockquote>- Aloysius setting things in order for a casual get together that his mistress was having with friends</blockquote>
== Description ==
Aloysius is a young man with a regal build. Thin, narrow, and always dressed to the nines, he fits in easily at any gathering of nobility despite being the son of servants. His outfits are truly world class, though he isn't one to brag. His ice blue eyes sparkle in any light that catches them. His hair is styled to look like something wild that was tamed. He brings with him at all times, stowed away within his jacket, the tools of his trade so that he will be capable of meeting the needs of his master or mistress at a moment's notice.
== Personality ==
The dignified, professional manner he carries himself may be a mask, but it is one he never takes off. He firmly believes himself capable of delivering top notch service under any circumstances, and he demands such excellence from himself without question. He took his parents' failure to heart, promising to do better than they did in the noble task of serving the nobility's every whim like only the perfect butler can. To that end, he spends his free time studying the latest trends in fashion, the newest gourmet menu items, decorating fads, and the like. Anyone he works for will get a dynamo of dedication and hard work at their unremitting service.
== History ==
Aloysius was born to lifetime household servants, Reginald and Maria. At the time of his conception, the two were working for rival noble families, and their relationship was the subject of much gossip in the servants' quarters of both estates. He was formed in a forbidden passion, one that cost both of them their jobs and their reputation. They found work together in a lesser house, but Aloysius would forever be haunted with the disgrace to his family name that they perpetrated in a rose garden.
He grew up with the servant's lifestyle, learning how to properly polish mahogany furniture and the many ways to knot a necktie. He took to it like a fish to water, enthusiastically volunteering around the household in order to best help serve their master. It wasn't until he was already a teenager that he learned about the way he came about, and how the Pierce family was not welcome at certain upper class gatherings because of it. He had two younger siblings that came about after his parents had already wed in a socially acceptable manner. He hated the thought of either of them having to deal with having him as their older brother, believing the stigma he was born from still followed him. He decided it would be in his their best interest for him to disappear.
Being a butler was the only life he had ever known, it was all he was accustomed to. Leaving the mansions behind and heading out into the city of Oppara to find his own place in the world was a huge ordeal for him. He found himself drawn towards the Kitharodian Academy, a legendary bardic college in Taldor well known for hosting the finest class theatrical productions in the nation. While he might not have been able to perform his butlery duties there, he could at least still mingle with the upper crust. Much like with the skills needed to maintain a household, Aloysius dove in head first to the musical training, find himself gifted in the art of delivering powerful speeches. He gathered so much of a reputation as a frighteningly hard working individual possessed of sound mind and quick thinking abilities that he garnered the attention of the Lion Blades.
The Lion Blades used the academy as a recruiting grounds, which made it nigh inevitable that he would run into them eventually. He accepted the offer of their training to become a secret agent of the prince himself, starting lessons in the shadow school beneath the academy. There he learned many useful abilities, like how to treat the common butlery tools he possessed as dangerous weapons, or how to
== Relationships ==
Looking for suitable people to form contracts with.
awf6r0puye4k8ibn8p1r6i2qx6ihv71
1655
1654
2020-10-11T05:29:17Z
AxelSee
31598748
/* History */
1655
wikitext
text/x-wiki
{{Infobox_character|name = Aloysius Pierce|image = Aloysius Pierce.jpg|imagecaption = Perfectly proper, as all things should be.|aliases = Mr. Pierce, Kitharodian's Dark Rose|relatives = *Father: Reginald Pierce
*Mother: Maria Pierce
*Younger Brother: Alfred Pierce
*Younger Sister: Martha Pierce|affiliation = Kitharodian Academy|marital = Single|birthDate = 12th of Pharast|birthPlace = Oppara, Taldor|species = Smokesoul Sylph|gender = Male|height = 5'11"|weight = 155 lbs|eyes = Diamond Blue}}<blockquote>"Forgive me, mistress, it seems I missed a speck of dust. I'll have to straighten this entire hall once more before guests arrive. Pardon my tardiness, I've prepared the menu and paired the wines according to our guest's tastes. You'll find an appropriate garment one step above the rest laid out for you in your chambers. Allow me to select a fragrance for the evening, might I recommend Roja Haute Exclusive?" </blockquote><blockquote>- Aloysius setting things in order for a casual get together that his mistress was having with friends</blockquote>
== Description ==
Aloysius is a young man with a regal build. Thin, narrow, and always dressed to the nines, he fits in easily at any gathering of nobility despite being the son of servants. His outfits are truly world class, though he isn't one to brag. His ice blue eyes sparkle in any light that catches them. His hair is styled to look like something wild that was tamed. He brings with him at all times, stowed away within his jacket, the tools of his trade so that he will be capable of meeting the needs of his master or mistress at a moment's notice.
== Personality ==
The dignified, professional manner he carries himself may be a mask, but it is one he never takes off. He firmly believes himself capable of delivering top notch service under any circumstances, and he demands such excellence from himself without question. He took his parents' failure to heart, promising to do better than they did in the noble task of serving the nobility's every whim like only the perfect butler can. To that end, he spends his free time studying the latest trends in fashion, the newest gourmet menu items, decorating fads, and the like. Anyone he works for will get a dynamo of dedication and hard work at their unremitting service.
== History ==
Aloysius was born to lifetime household servants, Reginald and Maria. At the time of his conception, the two were working for rival noble families, and their relationship was the subject of much gossip in the servants' quarters of both estates. He was formed in a forbidden passion, one that cost both of them their jobs and their reputation. They found work together in a lesser house, but Aloysius would forever be haunted with the disgrace to his family name that they perpetrated in a rose garden.
He grew up with the servant's lifestyle, learning how to properly polish mahogany furniture and the many ways to knot a necktie. He took to it like a fish to water, enthusiastically volunteering around the household in order to best help serve their master. It wasn't until he was already a teenager that he learned about the way he came about, and how the Pierce family was not welcome at certain upper class gatherings because of it. He had two younger siblings that came about after his parents had already wed in a socially acceptable manner. He hated the thought of either of them having to deal with having him as their older brother, believing the stigma he was born from still followed him. He decided it would be in his their best interest for him to disappear.
Being a butler was the only life he had ever known, it was all he was accustomed to. Leaving the mansions behind and heading out into the city of Oppara to find his own place in the world was a huge ordeal for him. He found himself drawn towards the Kitharodian Academy, a legendary bardic college in Taldor well known for hosting the finest class theatrical productions in the nation. While he might not have been able to perform his butlery duties there, he could at least still mingle with the upper crust. Much like with the skills needed to maintain a household, Aloysius dove in head first to the musical training, find himself gifted in the art of delivering powerful speeches. He gathered so much of a reputation as a frighteningly hard working individual possessed of sound mind and quick thinking abilities that he garnered the attention of the Lion Blades.
The Lion Blades used the academy as a recruiting grounds, which made it nigh inevitable that he would run into them eventually. He accepted the offer of their training to become a secret agent of the prince himself, starting lessons in the shadow school beneath the academy. There he learned many useful abilities, like how to treat the common butlery tools he possessed as dangerous weapons, or how to use darkness as his ally. Once more, Aloysius' hard work and talented nature made him a quick study in their classes.
== Relationships ==
Looking for suitable people to form contracts with.
r1gcaj1jnavfjnd9b3okd94hoop0v2d
1662
1655
2020-10-11T15:26:17Z
AxelSee
31598748
/* History */
1662
wikitext
text/x-wiki
{{Infobox_character|name = Aloysius Pierce|image = Aloysius Pierce.jpg|imagecaption = Perfectly proper, as all things should be.|aliases = Mr. Pierce, Kitharodian's Dark Rose|relatives = *Father: Reginald Pierce
*Mother: Maria Pierce
*Younger Brother: Alfred Pierce
*Younger Sister: Martha Pierce|affiliation = Kitharodian Academy|marital = Single|birthDate = 12th of Pharast|birthPlace = Oppara, Taldor|species = Smokesoul Sylph|gender = Male|height = 5'11"|weight = 155 lbs|eyes = Diamond Blue}}<blockquote>"Forgive me, mistress, it seems I missed a speck of dust. I'll have to straighten this entire hall once more before guests arrive. Pardon my tardiness, I've prepared the menu and paired the wines according to our guest's tastes. You'll find an appropriate garment one step above the rest laid out for you in your chambers. Allow me to select a fragrance for the evening, might I recommend Roja Haute Exclusive?" </blockquote><blockquote>- Aloysius setting things in order for a casual get together that his mistress was having with friends</blockquote>
== Description ==
Aloysius is a young man with a regal build. Thin, narrow, and always dressed to the nines, he fits in easily at any gathering of nobility despite being the son of servants. His outfits are truly world class, though he isn't one to brag. His ice blue eyes sparkle in any light that catches them. His hair is styled to look like something wild that was tamed. He brings with him at all times, stowed away within his jacket, the tools of his trade so that he will be capable of meeting the needs of his master or mistress at a moment's notice.
== Personality ==
The dignified, professional manner he carries himself may be a mask, but it is one he never takes off. He firmly believes himself capable of delivering top notch service under any circumstances, and he demands such excellence from himself without question. He took his parents' failure to heart, promising to do better than they did in the noble task of serving the nobility's every whim like only the perfect butler can. To that end, he spends his free time studying the latest trends in fashion, the newest gourmet menu items, decorating fads, and the like. Anyone he works for will get a dynamo of dedication and hard work at their unremitting service.
== History ==
Aloysius was born to lifetime household servants, Reginald and Maria. At the time of his conception, the two were working for rival noble families, and their relationship was the subject of much gossip in the servants' quarters of both estates. He was formed in a forbidden passion, one that cost both of them their jobs and their reputation. They found work together in a lesser house, but Aloysius would forever be haunted with the disgrace to his family name that they perpetrated in a rose garden.
He grew up with the servant's lifestyle, learning how to properly polish mahogany furniture and the many ways to knot a necktie. He took to it like a fish to water, enthusiastically volunteering around the household in order to best help serve their master. It wasn't until he was already a teenager that he learned about the way he came about, and how the Pierce family was not welcome at certain upper class gatherings because of it. He had two younger siblings that came about after his parents had already wed in a socially acceptable manner. He hated the thought of either of them having to deal with having him as their older brother, believing the stigma he was born from still followed him. He decided it would be in his their best interest for him to disappear.
Being a butler was the only life he had ever known, it was all he was accustomed to. Leaving the mansions behind and heading out into the city of Oppara to find his own place in the world was a huge ordeal for him. He found himself drawn towards the Kitharodian Academy, a legendary bardic college in Taldor well known for hosting the finest class theatrical productions in the nation. While he might not have been able to perform his butlery duties there, he could at least still mingle with the upper crust. Much like with the skills needed to maintain a household, Aloysius dove in head first to the musical training, find himself gifted in the art of delivering powerful speeches. He gathered so much of a reputation as a frighteningly hard working individual possessed of sound mind and quick thinking abilities that he garnered the attention of the Lion Blades.
The Lion Blades used the academy as a recruiting ground, which made it nigh inevitable that he would run into them given his proclivity for creative and incessant problem solving. He accepted the offer of their training to become a secret agent of the Grand Prince Stavian III himself, starting lessons in the shadow school beneath the academy. There he learned many useful abilities, like how to treat the common butlery tools he possessed as dangerous weapons, or how to use darkness as his ally. Once more, Aloysius' hard work and talented mind made him a quick study in their classes. However, the more time he spent developing his skills as a secret agent, the more he saw that it would take him away from his duties as a butler. How could he hope to balance time between assassinating the foes of the crown and tidying a mansion?
He fled the country, his knowledge of the shadow school's location and staff members would be a sore point upon the willful termination of his contract with the Lion Blades. Absalom seemed like the perfect place to visit. It had nobles from all over the world that could certainly use his services to their fullest potential. There were so many luxurious delicacies he could learn about to further expand his horizons. It was also very large, so the agents of the Lion Blades would struggle to find him as long as he was wise in his decision making. He arrived in Absalom fully dressed, immediately heading to only the finest of upper class establishments where he belonged.
== Relationships ==
Looking for suitable people to form contracts with.
lf7tn9mw2j1pr9ffpufe29qea5dmze1
Alphonse Leonel
0
537
1092
2020-03-18T11:22:59Z
Writer out of a box
39632547
Added Infobox
1092
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Alphonse|image1 = https://external-content.duckduckgo.com/iu/?u=http%3A%2F%2F68.media.tumblr.com%2Fe6f7b85a6affb87006da9cfdab8e32c0%2Ftumblr_o9junaeFcf1tbve81o2_1280.jpg&f=1&nofb=1|played_by = Spring#8113|full_name = Alphonse Leonel|titles = N/A|aliases = Leon|alignment = Chaotic Good|class = Reaper/Fighter(Fracture)|deity = Yog-Sothoth|affiliations = Cult Of Yog-Sothoth|occupation = None|status = Single|race = Human|gender = Male|age = 19|height = 5'1|weight = 85lbs|hair_color = White|eye_color = Faint Purple|notable_features = Star shaped scar on his temple}}
2wsfr8wbzhanz0ezad7oz6wady73y1s
1122
1092
2020-03-20T17:30:13Z
Writer out of a box
39632547
1122
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Alphonse|image1 = Alphonse Leonel.jpeg|played_by = Spring#8113|full_name = Alphonse Leonel|titles = N/A|aliases = Leon|alignment = Chaotic Good|class = Reaper/Fighter(Fracture)|deity = Yog-Sothoth|affiliations = Cult Of Yog-Sothoth|occupation = None|status = Single|race = Human|gender = Male|age = 19|height = 5'1|weight = 85lbs|hair_color = White|eye_color = Faint Purple|notable_features = Star shaped scar that flows from his cheek, past his eye to his temple.|birthday = Arodus 25}}
0ufua6q3oro6vecepxqw94zt0aqhzny
1123
1122
2020-03-22T08:11:17Z
Writer out of a box
39632547
Added a few story beats
1123
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{{Asteron's_Infobox|title1 = Alphonse|image1 = Alphonse Leonel.jpeg|played_by = Spring#8113|full_name = Alphonse Leonel|titles = N/A|aliases = Leon|alignment = Chaotic Good|class = Reaper/Fighter(Fracture)|deity = Yog-Sothoth|affiliations = Cult Of Yog-Sothoth|occupation = None|status = Single|race = Human|gender = Male|age = 19|height = 5'1|weight = 85lbs|hair_color = White|eye_color = Faint Purple|notable_features = Star shaped scar that flows from his cheek, past his eye to his temple.|birthday = Arodus 25}}
== A Series Of Dreams ==
<em>Alphonse was born with little fanfare in a boulder-sized medical hut, to a father that had been an officer in one of Taldor’s many noble armies before retiring due to an injury too severe to continue with, while his mother was a woman whose job revolved around serving drinks in the local inn though she was a pure maiden compared to her peers.</em>
<em>The childbirth itself was painless, resolved with nothing more than a minor mistake from one of the housewives, she had lost track of time and noted down a wrong birth date. An issue that was corrected and moved past with nary a glance. Alphonse himself was almost as unremarkable as his birth, plain features that while handsome didn’t exude as much presence as his father’s worn down but tough exterior or his mother’s soft and gentle demeanor, still both of his parents had high hopes of his future. The father seeking somebody to inherit his profession just as his father had sought somebody pass down his military training, while his mother sought simple happiness in the calm green meadows of their village and in a way that’s what his father wished as well, it was one of the few reasons he had come to the village rather than stay with his lord. The peace he desired was sated well by the beauty and simplicity of village life.</em>
<em>Indeed things remained simple for a while yet, Alphonse was cute if somewhat overly energetic toddler that couldn’t get enough of either of his parents while said parents spent their days finding something to get busy with, neither of them were old enough to be satisfied with occupying a child’s attention, as big of a work out as it could get. And they spent many days in the city, alternating shifts or leaving their babe with a babysitter. Once he got old enough, at the age of four, he began to get a bit of training from his father. Which consisted of playing chess and being taught basic strategic planning in simplified terms, through this exercise his father found him average in intelligence but with very high wisdom for a child his age, naive he was not and despite the constraints put upon his mentality by his age. </em>
<em> He managed to pull some minor tricks over his father, not many but enough for him to feel relieved that his son did have talent when it came to seeing through deception, even better he was quite agile. Both from a natural gift and a large amount of exercise he got with his friends. His babysitters also mentioned how fast they felt time fly by when they were taking care of the boy, though they did feel exhausted of the workout he put them through with his seemingly boundless energy. Everything seemed to be going well for the family.</em>
=== <br>
A Terrifying Nightmare ===
<em>Two years later, on a moonless night, things went wrong. A small incursion by raiders occurred near their settlement, the noble responsible for the lands took their time mobilizing a force to deal with them, and a young boy was carrying his father’s rapier back to his room with a gleeful smile under the cover of midnight. He had stolen it right under the old man’s nose, a prank that would surely make him equal parts livid and proud of his son. </em>
<em> Throwing himself onto his small bed, he hugged the silver pommel of the blade and closed his eyes, still glowing with satisfaction at his accomplishment.</em>
<em>The next few hours were quiet, and he didn’t open his eyes until the sound of sand flowing forced them open. For a moment, he felt disoriented and shuffled around in the small space he had, made even smaller by the blade he was carefully cuddling. That is until the sound of smoldering flames and pained screams shocked him into wakefulness. Getting out of his bed while rubbing his eyes, the boy entered into their house’s hallway and immediately shrieked in terror at the sight holding his gaze. A female figure laid obscured by darkness on the floor, but the red flames of their burning furniture illuminated the blood seeping from a hole in her stomach, while her lifeless eyes store off in the distance. </em>
<em> Far more terrifying than that sight, however, was his father hunched over the figure, a wound in his neck. The body still twitching in its last death throes. A dark figure stood over both of their bodies, armored from head to toe in full plate, wielding a two-handed war ax. it took one step towards him while glaring with burning eyes, the boy shook but didn’t move. Like a rabbit staring down a wolf, he was too scared to move, only having the strength to hope for a quick death. The figure continued moving forwards and his fear rose higher to contrast his hope of this being a nightmare sinking lower, the marauder hoisted its shining ax into the air and another scream left the boy’s lips. Exhaustion ebbed from his body suddenly, and pain flourished in his chest, darkness obscured his fading vision and the last thing he saw before it clouded it completely was the marauder’s body twisting into rotting metal chunks.</em>
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{{Asteron's_Infobox|title1 = Alphonse|image1 = Alphonse Leonel.jpeg|played_by = Spring#8113|full_name = Alphonse Leonel|titles = N/A|aliases = Leon|alignment = Chaotic Good|class = Reaper/Fighter(Fracture)|deity = Yog-Sothoth|affiliations = Cult Of Yog-Sothoth|occupation = None|status = Single|race = Human|gender = Male|age = 19|height = 5'1|weight = 85lbs|hair_color = White|eye_color = Faint Purple|notable_features = Star shaped scar that flows from his cheek, past his eye to his temple.|birthday = Arodus 25}}
== A Series Of Dreams ==
<em>Alphonse was born with little fanfare in a boulder-sized medical hut, to a father that had been an officer in one of Taldor’s many noble armies before retiring due to an injury too severe to continue with, while his mother was a woman whose job revolved around serving drinks in the local inn though she was a pure maiden compared to her peers.</em>
<em>The childbirth itself was painless, resolved with nothing more than a minor mistake from one of the housewives, she had lost track of time and noted down a wrong birth date. An issue that was corrected and moved past with nary a glance. Alphonse himself was almost as unremarkable as his birth, plain features that while handsome didn’t exude as much presence as his father’s worn down but tough exterior or his mother’s soft and gentle demeanor, still both of his parents had high hopes of his future. The father seeking somebody to inherit his profession just as his father had sought somebody pass down his military training, while his mother sought simple happiness in the calm green meadows of their village and in a way that’s what his father wished as well, it was one of the few reasons he had come to the village rather than stay with his lord. The peace he desired was sated well by the beauty and simplicity of village life.</em>
<em>Indeed things remained simple for a while yet, Alphonse was cute if somewhat overly energetic toddler that couldn’t get enough of either of his parents while said parents spent their days finding something to get busy with, neither of them were old enough to be satisfied with occupying a child’s attention, as big of a work out as it could get. And they spent many days in the city, alternating shifts or leaving their babe with a babysitter. Once he got old enough, at the age of four, he began to get a bit of training from his father. Which consisted of playing chess and being taught basic strategic planning in simplified terms, through this exercise his father found him average in intelligence but with very high wisdom for a child his age, naive he was not and despite the constraints put upon his mentality by his age. </em>
<em> He managed to pull some minor tricks over his father, not many but enough for him to feel relieved that his son did have talent when it came to seeing through deception, even better he was quite agile. Both from a natural gift and a large amount of exercise he got with his friends. His babysitters also mentioned how fast they felt time fly by when they were taking care of the boy, though they did feel exhausted of the workout he put them through with his seemingly boundless energy. Everything seemed to be going well for the family.</em>
== A Terrifying Nightmare ==
<em>Two years later, on a moonless night, things went wrong. A small incursion by raiders occurred near their settlement, the noble responsible for the lands took their time mobilizing a force to deal with them, and a young boy was carrying his father’s rapier back to his room with a gleeful smile under the cover of midnight. He had stolen it right under the old man’s nose, a prank that would surely make him equal parts livid and proud of his son. </em>
<em> Throwing himself onto his small bed, he hugged the silver pommel of the blade and closed his eyes, still glowing with satisfaction at his accomplishment.</em>
<em>The next few hours were quiet, and he didn’t open his eyes until the sound of sand flowing forced them open. For a moment, he felt disoriented and shuffled around in the small space he had, made even smaller by the blade he was carefully cuddling. That is until the sound of smoldering flames and pained screams shocked him into wakefulness. Getting out of his bed while rubbing his eyes, the boy entered into their house’s hallway and immediately shrieked in terror at the sight holding his gaze. A female figure laid obscured by darkness on the floor, but the red flames of their burning furniture illuminated the blood seeping from a hole in her stomach, while her lifeless eyes store off in the distance. </em>
<em> Far more terrifying than that sight, however, was his father hunched over the figure, a wound in his neck. The body still twitching in its last death throes. A dark figure stood over both of their bodies, armored from head to toe in full plate, wielding a two-handed war ax. it took one step towards him while glaring with burning eyes, the boy shook but didn’t move. Like a rabbit staring down a wolf, he was too scared to move, only having the strength to hope for a quick death. The figure continued moving forwards and his fear rose higher to contrast his hope of this being a nightmare sinking lower, the marauder hoisted its shining ax into the air and another scream left the boy’s lips. Exhaustion ebbed from his body suddenly, and pain flourished in his chest, darkness obscured his fading vision and the last thing he saw before it clouded it completely was the marauder’s body twisting into rotting metal chunks.</em>
== Eternal Glee ==
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{{Asteron's_Infobox|title1 = Alphonse|image1 = Alphonse Leonel.jpeg|played_by = Spring#8113|full_name = Alphonse Leonel|titles = N/A|aliases = Leon|alignment = Chaotic Good|class = Reaper/Fighter(Fracture)|deity = Yog-Sothoth|affiliations = Cult Of Yog-Sothoth|occupation = None|status = Single|race = Human|gender = Male|age = 19|height = 5'1|weight = 85lbs|hair_color = White|eye_color = Faint Purple|notable_features = Star shaped scar that flows from his cheek, past his eye to his temple.|birthday = Arodus 25}}
== A Series Of Dreams ==
<em>Alphonse was born with little fanfare in a boulder-sized medical hut, to a father that had been an officer in one of Taldor’s many noble armies before retiring due to an injury too severe to continue with, while his mother was a woman whose job revolved around serving drinks in the local inn though she was a pure maiden compared to her peers.</em>
<em>The childbirth itself was painless, resolved with nothing more than a minor mistake from one of the housewives, she had lost track of time and noted down a wrong birth date. An issue that was corrected and moved past with nary a glance. Alphonse himself was almost as unremarkable as his birth, plain features that while handsome didn’t exude as much presence as his father’s worn down but tough exterior or his mother’s soft and gentle demeanor, still both of his parents had high hopes of his future. The father seeking somebody to inherit his profession just as his father had sought somebody pass down his military training, while his mother sought simple happiness in the calm green meadows of their village and in a way that’s what his father wished as well, it was one of the few reasons he had come to the village rather than stay with his lord. The peace he desired was sated well by the beauty and simplicity of village life.</em>
<em>Indeed things remained simple for a while yet, Alphonse was cute if somewhat overly energetic toddler that couldn’t get enough of either of his parents while said parents spent their days finding something to get busy with, neither of them were old enough to be satisfied with occupying a child’s attention, as big of a work out as it could get. And they spent many days in the city, alternating shifts or leaving their babe with a babysitter. Once he got old enough, at the age of four, he began to get a bit of training from his father. Which consisted of playing chess and being taught basic strategic planning in simplified terms, through this exercise his father found him average in intelligence but with very high wisdom for a child his age, naive he was not and despite the constraints put upon his mentality by his age. </em>
<em> He managed to pull some minor tricks over his father, not many but enough for him to feel relieved that his son did have talent when it came to seeing through deception, even better he was quite agile. Both from a natural gift and a large amount of exercise he got with his friends. His babysitters also mentioned how fast they felt time fly by when they were taking care of the boy, though they did feel exhausted of the workout he put them through with his seemingly boundless energy. Everything seemed to be going well for the family.</em>
== A Terrifying Nightmare ==
<em>Two years later, on a moonless night, things went wrong. A small incursion by raiders occurred near their settlement, the noble responsible for the lands took their time mobilizing a force to deal with them, and a young boy was carrying his father’s rapier back to his room with a gleeful smile under the cover of midnight. He had stolen it right under the old man’s nose, a prank that would surely make him equal parts livid and proud of his son. </em>
<em> Throwing himself onto his small bed, he hugged the silver pommel of the blade and closed his eyes, still glowing with satisfaction at his accomplishment.</em>
<em>The next few hours were quiet, and he didn’t open his eyes until the sound of sand flowing forced them open. For a moment, he felt disoriented and shuffled around in the small space he had, made even smaller by the blade he was carefully cuddling. That is until the sound of smoldering flames and pained screams shocked him into wakefulness. Getting out of his bed while rubbing his eyes, the boy entered into their house’s hallway and immediately shrieked in terror at the sight holding his gaze. A female figure laid obscured by darkness on the floor, but the red flames of their burning furniture illuminated the blood seeping from a hole in her stomach, while her lifeless eyes store off in the distance. </em>
<em> Far more terrifying than that sight, however, was his father hunched over the figure, a wound in his neck. The body still twitching in its last death throes. A dark figure stood over both of their bodies, armored from head to toe in full plate, wielding a two-handed war ax. it took one step towards him while glaring with burning eyes, the boy shook but didn’t move. Like a rabbit staring down a wolf, he was too scared to move, only having the strength to hope for a quick death. The figure continued moving forwards and his fear rose higher to contrast his hope of this being a nightmare sinking lower, the marauder hoisted its shining ax into the air and another scream left the boy’s lips. Exhaustion ebbed from his body suddenly, and pain flourished in his chest, darkness obscured his fading vision and the last thing he saw before it clouded it completely was the marauder’s body twisting into rotting metal chunks.</em>
== Eternal Glee ==
<em>Despite blacking out, Alphonse dreamed of things that he had never imagined, large orbs containing indescribable colors inside of them twinkling as far as the horizon. A sea of suns that burned in eternal defiance of mortality and bathed him in their light, and finally, a ginormous creature mass of flesh and tentacles with a maw in its center. A maw that opened wide in a grin as it looked at him and began to speak, the tongue in which it communicated hurt his mind in how alien yet comprehensive it was. Each word battered his psyche, yet despite how much it hurt the mass insisted that it was for the better, that hurting now was the only way some part of him could continue. That it was his patron, and that there was much to learn about both itself and the power he wielded. </em>
<em> </em>
<em> His memories, both of the nightmare that had happened and his childhood, disappeared once he woke up. A large smile mirroring the one his patron had given him was the first thing to appear on his face once he did so, an incessant ticking sound rattling around in his mind, like a clock ticking towards a countdown. He was saddled on a saddle, a large hooded figure controlling the horse he was on, it immediately realized he had woke up and told him about his situation. That he, or so the figure referred to itself, was saved from a settlement under a raid by marauders. His unconscious body had been found in a house with three people inside, a man that had almost been headed, a woman with a split torso and the mangled corpse of one of the marauders. It’s body and armor aged to near dust while the few solid pieces of its body were misshapen into spirals. What had happened, he had no idea, all he knew was that the boy had some kind of spell power related to time. Or so was his current theory.</em>
<em>Alphonse just laughed and continued laughing, all he knew at the time was his name and the language they were speaking as well as his patron’s mortal name, Yog-Sothoth. He didn’t even know why he was laughing, or why that laughter turned to sob, everything was new. It was as if he had just been born.</em>
<em>The pair eventually reached an inn, and the hooded man identified himself as Elric to the inn-keeper, proving his skill in diplomacy by convincing the man to let the battle-hardened figure and the half-cackling half-sobbing child into one of the rooms for as long as they could pay. Once there Alphonse was thrown into one of the corners, snapping both his breath and the maniacal cackling, returning his features to their plaintive smile and curious expression. Elric proceeded to ask him plenty of questions, none of which the boy answered, being as cryptic as his memory. Eventually, the man gave up from frustration, moving the boy to the bathroom before changing clothes and taking him out again.</em>
<em>Elric’s physique was worn down, toned and well-maintained, middle age had done hardly anything to him. He took the boy out of the inn and on a nearby grass field, ignoring his rambling about where they were going and what they were about to do, and gave him a rapier. Gleaming white, that froze the boy’s rambling for a moment before he continued, clearly untouched by the sight of the weapon Elric had found in the same house as his body. He pushed him into a practice match, which he showed surprising talent in, blocking a few of the choreographed blows from Elric’s blade, but it showed no prior memory of actual sword-fighting. Just an innate reflex to use it. The true evidence that Elric needed, and saved Alphonse from being thrown into an orphanage, was when one blow struck his torso. Immediately something went wrong and the boy’s speed increased, it was no mere adrenaline rush for his movements were unnaturally agile, none the less with one sweep of Elric’s legs he was down and out. Rendered unconscious and bleeding from the nose, clearly exhausted by the sorcery he had made. A wide grin split Elric’s face.</em>
<em>For the next few months, Alphonse was put through heavy training in the blade, though he was naive and struggled to understand the concept of a “Bad guy”, falling for feints very easily. The beating still did it’s purpose, manifesting his powers once he was close to losing the fight or when a heavy blow was made on his body. Their stay at the inn ended after the first week of their new...companionship. Elric dragged the boy from town to town, dealing with his mission of seeking and ending the lives of many aberrations while teaching fighting and how to turn one’s dexterity into strength. Alphonse eventually renamed himself to Leo, because of how many times he had tangled his name up, and took to the training with glee achieved through naivety. And a determination set by an echo of a memory, somebody warm and strong telling him about how a good soldier fought and what their purpose was, to protect the people. </em>
<em> </em>
<em> </em>
<em> </em>
<em> </em>
<em> Indeed Leo enjoyed protecting the people, he enjoyed playing with people too...to the point that Elric had to carol him from area to area, always resisting his big puppy dog eyes when he would feel distraught at leaving one of his new-made friends. Several of them were morally ambiguous, others wanted to use him for their ends and were dealt with a sharp blow to whatever extremity was deemed most fitting but the biggest reason he was kept away from people wasn’t to protect his innocence but to preserver the discipline Elric was building within. He didn’t see just somebody granted a powerful gift they could not control, he saw somebody that could inherit his duties of guarding the world against the incomprehensible terrors that sought its end.</em>
<em>Little did he know that during the night, the boy would dream with such a terror, though not all of his dreams involved the patron. Enough of them did for a bond to develop, and for Leo to consider him a friend, though that didn’t say much. This friend of his spoke a lot about many things, of time and perspective, which was funny because each time their dream ended the boy had a new perspective on things. From the constant ticking that eventually began to infuse the background of his life, which nobody else seemed to hear, to the times in which he would speak to somebody then blink once and find them several seconds in the past. It was odd but whatever, he approached it with an unbound optimism. That’s what one of the voices he heard said, “Always look on the bright side!”</em>
<em>Years past by, and he learned to harness his powers, talked with his Friend more and learned to appreciate every person he met along the way towards adulthood. Elric began to get impressed with his progress and told him that once he reached eighteen years, he would be free to go alone on his journey, in the mean-time the man continued his justice dispensation and taught the boy some of the teachings of his order. Sometimes leaving the child alone in his room for several days at a time as missions tended to drag on, but no matter how much time he was left alone, Leo always had an unphased smile to show him. For some reason he had stopped growing altogether, stuck in the height he had once he was eight, which only endeared him further to Elric due to his height issues. There was a bit of a scare, once the boy reached nine since Elric had to leave to help out in the fight against a Rovagug spawn rampaging across Taldor. At least as much as he could, but in the end, he never saw the front-lines and remained in more of a communicative role, which probably saved his life.</em>
<em>Once Leo reached eighteen, and turned into a man in Elric’s eyes, he was gifted a suit which caused him so much joy that he threw himself into hugging Elric for five whole minutes. Only giving him up after a small blow to the sides. He had always dreamed of owning such an official suit, it bore the symbol of an organization he couldn’t identify but he had seen on Elric’s cloak’s and robes, as well as the many people that came in to talk with Elric, an eye with scratch marks scrawled across it and the word’s “Don’t Forget, So Others Can” written in common above it. He was free, and though he didn’t want to part with Elric, his Friend had told him that there was stuff he needed to do so there was no choice. And after buying himself some supplies, and laughing after Elric suggested he bought rations, he made his way out of the Taldorian city they were in and began to journey, towards Absalom. </em>
<em>That was the city he had horrible dreams about when monsters had begun to attack the world, nightmares that were only broken by his Friend shattering them with glistening light from its orbs. It said that Absalom was the heart of the world but also the heart of the universe, or something like that he was focused on one of the orbs sparkling, and that he needed to be there in case another massive disaster occurred and his Friend needed somebody to be dealt with. </em>
<em> </em>
<em> Thus, despite his love for Elric, he traveled and traveled until finally, he reached Absalom. With a smile on his face, and both a metaphorical and literal hunger.</em>
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Anabel Rose
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Created page with "== Overview == {{Infobox_character|name = Anabel Rose|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Rosa, Lady Rosary, Madam Flora, Annabeth Flora, Ann Flo..."
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== Overview ==
{{Infobox_character|name = Anabel Rose|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Rosa, Lady Rosary, Madam Flora, Annabeth Flora, Ann Flora|relatives = Thomas Flora (Deceased), Alice Flora (Deceased), Barthos Snow|birthPlace = Geb|gender = Female}}An enigma of a woman; one who must be seen to be fully known.
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== Overview ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess.Missi|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black}}An enigma of a woman; one who must be seen to be fully known.
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== Overview ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Anabel Rose|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black}}An enigma of a woman; one who must be seen to be fully known.
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76.169.34.255
The Desk. the name. Ailases.Specie.And More
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== Overview ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Anabel Rose|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black}}She is the Second Antagonist Of The Vampair Series She Is Once a human
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== Overview ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black}}She is the Second Antagonist Of The Vampair Series She Is Once a human
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== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missihttps://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duke}}She is the Second Antagonist Of The Vampair Series She Is Once a human
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== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duke}}She is the Second Antagonist Of The Vampair Series She Is Once a human
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About her name and information
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== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duke}}She is the Second Antagonist Of The Vampair Series She IsThe first protagonist as well As She got revenge on duke
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text/x-wiki
== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duhttps://villains.fandom.com/wiki/Duke_(The_Vampair)ke}}She is the Second Antagonist Of The Vampair Series She Is The first protagonist as well As She got revenge on https://villains.fandom.com/wiki/Duke_(The_Vampair)
fyuow6tf0vyl6blc03j4baafggm52cz
1900
1899
2022-04-10T08:04:57Z
Mochu Staru
51052363
She the protagonist
1900
wikitext
text/x-wiki
== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duhttps://villains.fandom.com/wiki/Duke_(The_Vampair)ke}}She is the Second Antagonist Of The Vampair Series She Is The protagonist as well As She got revenge on https://villains.fandom.com/wiki/Duke_(The_Vampair)
42xs3kku795ndvc2zd8e8oo5sopwzdc
1901
1900
2022-04-11T06:57:24Z
Mochu Staru
51052363
Enemy
1901
wikitext
text/x-wiki
== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duhttps://villains.fandom.com/wiki/Duke_(The_Vampair)ke}}She is the Second Antagonist Of The Vampair Series She Is The protagonist as well As She got revenge on [https://villains.fandom.com/wiki/Duke_(The_Vampair) duke]
2rx1bnobv60vv06cglyzxxs3d60a8pf
1902
1901
2022-04-11T07:08:52Z
Mochu Staru
51052363
Enemy. Goal Occupation. Ect
1902
wikitext
text/x-wiki
== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=????|deathPlace=???|species=Human (Formerly) Vampire (Current)|height=???|weight=????|eyes=Black|Enemy=Duhttps://villains.fandom.com/wiki/Duke_(The_Vampair)ke|imagecaption=Missi Formerly (form)|Occupation=Student (Formerly) Duchess|Goal=Kill the Duke (plan success) Take his cane (success)}}She is the Second Antagonist Of The Vampair Series She Is The protagonist as well As She got revenge on [https://villains.fandom.com/wiki/Duke_(The_Vampair) duke]
rpi7rnn3eij4f4srqi1x5ggny5zvbxr
1905
1902
2023-02-20T19:42:07Z
172.56.48.177
1905
wikitext
text/x-wiki
== Information ==
{{Infobox_character|name = Missi|image = 2019-JUN-Youtube-Vampires-Daria-Cohen-Missi.jpg|aliases = Duchess. Missi https://villains.fandom.com/wiki/Missi_(The_Vampair)|birthPlace = Geb|gender = Female|birthDate=????|deathDate=No current death date|deathPlace=no current death|species=Human (Formerly) Vampire (Current)|height=5’5|weight=150lbs|eyes=Black|Enemy=Duhttps://villains.fandom.com/wiki/Duke_(The_Vampair)ke|imagecaption=Missi Formerly (form)|Occupation=Student (Formerly) Duchess Vampire (currently)|Goal=Kill the Duke (plan success) Take his cane (success) Get revenge on Duke after she revives him (success)}}She is the Second Antagonist Of The Vampair Series She Is The protagonist as well As She got revenge on [https://villains.fandom.com/wiki/Duke_(The_Vampair) duke]
7exqq96d2seuayuw2dj6oqr1e3n5mli
Angel Lake
0
661
1373
2020-06-08T13:18:19Z
Neetshot
31366722
Created page with "[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]] Write the first paragraph of your page here. ==Section heading== Write the first section of your pag..."
1373
wikitext
text/x-wiki
[[File:Placeholder|video|right|300px]] [[File:Placeholder|right|300px]]
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
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1377
1373
2020-06-08T13:20:11Z
Neetshot
31366722
1377
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [https://pbs.twimg.com/media/DnO0KbuW0AAX1km?format=jpg&name=medium]
| imagecaption = The secondary auditorium
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
kzgmwkzdjoamjhxhpk35mns8i96bpsh
1379
1377
2020-06-08T13:21:35Z
Neetshot
31366722
1379
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [AngelLakeAlison.jpg]
| imagecaption = The secondary auditorium
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
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1381
1379
2020-06-08T13:36:26Z
Neetshot
31366722
1381
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image =
| imagecaption =
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}
== Angel Lake ==
Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|One of the arbour entrances to Angel Lake, a natural aesthetic that is common in the performance hall.]]
==Section heading==
Write the second section of your page here.
ib7t940xj8nbyachyz7tgkmno6ajmbp
1384
1381
2020-06-08T14:22:20Z
Neetshot
31366722
1384
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}
== Angel Lake ==
Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
i2498hmtkbbq99gvwoep2xgrrc7xp5f
1385
1384
2020-06-09T10:57:12Z
Neetshot
31366722
1385
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}
== Angel Lake ==
Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building== [[File:AngeLakeAlison.jpg|693x331px]]
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
hgaxl4ywdxvdtf737jrtn3n0gv82d6d
1386
1385
2020-06-09T11:01:47Z
Neetshot
31366722
1386
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
i0fwug931fav71rvpwyyv4h4js05yhf
1389
1386
2020-06-09T11:08:14Z
Edulat
39298793
1389
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
[[File:DnO0KbuW0AAX1km.jpg|thumb|220x220px]]
lkdaw4mx4k8y64b3pefhrhrkf1ynckn
1390
1389
2020-06-09T11:09:04Z
Edulat
39298793
1390
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px]]
i2olijb82vx39qi6y8i39s1963w76fq
1391
1390
2020-06-09T11:10:07Z
Edulat
39298793
1391
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px]]☀Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc in ornare tellus, eu sodales mi. Etiam at dui a neque euismod porta. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Nam dictum urna metus. Ut pharetra purus lorem, ac facilisis enim pretium quis. Nam risus lectus, ultricies et semper eget, varius vitae eros. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Duis nec velit id enim malesuada dictum. Suspendisse egestas lorem congue lectus dictum posuere.
jettsxt0ywmi7t94bsb03l1fyuayhn9
1392
1391
2020-06-09T11:11:46Z
Edulat
39298793
1392
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance bears a similar aesthetic as the entrance hall, though with a closed ceiling instead.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|Some placeholder text, idk what to put here.]]☀Lorem ipsum dolor sit amet, consectetur adipiscing elit. Nunc in ornare tellus, eu sodales mi. Etiam at dui a neque euismod porta. Class aptent taciti sociosqu ad litora torquent per conubia nostra, per inceptos himenaeos. Nam dictum urna metus. Ut pharetra purus lorem, ac facilisis enim pretium quis. Nam risus lectus, ultricies et semper eget, varius vitae eros. Pellentesque habitant morbi tristique senectus et netus et malesuada fames ac turpis egestas. Duis nec velit id enim malesuada dictum. Suspendisse egestas lorem congue lectus dictum posuere.
6ci5cqcsz4bqsc62su900hay5c0vgot
1393
1392
2020-06-09T11:55:29Z
Neetshot
31366722
1393
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down, as well as a side door for staff. Both sets of stairs lead to the main hall in their own way, however.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. An elevator-like wooden platform, operated by magic, sits behind a pair of curtains, though it can also be raised to the very top, ahead of the shell, which can also be reached through two stairways to either side of the main stage entrance.
alrvff6u7ij5azwsyvrxn5jafcu3qzb
1394
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2020-06-09T14:38:23Z
Neetshot
31366722
1394
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, decorative, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting.
== Bar & Sitting Room ==
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1395
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2020-06-09T14:48:31Z
Neetshot
31366722
1395
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses ten well-equipped and well-trained guards, a bard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, and nine dancers, four of whom were rescued from death by Alison and a group of friends
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence, pictured to the right. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper.
== Grounds ==
While the performance hall itself is the main reason to visit Angel Lake, there are others, too, with the hall's grounds being one. The natural area is carefully maintained by a team of groundskeepers, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting.
== Sitting Room ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies.
81ezw0ublq5pti9x5ayyqzwa5b73vug
1397
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2020-06-09T16:15:22Z
Neetshot
31366722
1397
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a performance hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty well-equipped and well-trained guards, a bard, a wizard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake informs the aesthetics of the rest of the performance hall and its grounds: natural. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.]] While the performance hall itself is the main reason to visit Angel Lake, there are others, too, with the hall's grounds being one. The natural area is carefully maintained by a team of groundskeepers, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
<nowiki> </nowiki>Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a performance hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting.
== Sitting Room ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. From here, there are three more exits. One leads to the gardens described above
34jvpe0nl6cf6rwbj5zds0ofax1o0ij
1398
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2020-06-09T16:38:30Z
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31366722
1398
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty well-equipped and well-trained guards, a bard, a wizard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
<nowiki> </nowiki>Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Four more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths.
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1399
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2020-06-09T16:47:49Z
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1399
wikitext
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{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a quintet of bureaucrats to handle legal matters, a dressmaker, two chefs, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
<nowiki> </nowiki>Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.|left]]Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.
The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm.
53tya5db7rfm4tqjjp70sc7ulwfoulx
1401
1399
2020-06-09T16:54:05Z
Neetshot
31366722
1401
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
<nowiki> </nowiki>Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
hqote2ccic80tzjp3q3icua50o51xw8
1402
1401
2020-06-10T13:01:18Z
Neetshot
31366722
1402
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
it75458fq0fc4ottx9mxpa6o4hbg9gg
1410
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2020-06-10T22:46:38Z
Neetshot
31366722
1410
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Charming, but arrogant.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting, but well-meaning.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy, but smart.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet, but tricky.
</gallery>
sv7v3ww25lqhuikaabitnjwz0xav9qr
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2020-06-10T22:52:09Z
Neetshot
31366722
1412
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
==Entrance==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
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text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
=== Entrance ===
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
i3xk90w8x4d8ixy6zwxeq3rvo0mo3iw
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2020-06-10T22:56:00Z
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wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
== Entrance ==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
5yye4ksllh0m5zb7xe0l521odhqy61z
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2020-06-11T17:15:44Z
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1415
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
== Entrance ==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
Since it is partially designed for defence, there is a secret escape route within Angel Lake. The mens bath has a secret door, behind which is a tunnel that leads into the sewers of Absalom. The way to open the door is known only to Alison, the captain of the guard, Marianne, and Charlie.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
2y0fakd5supakdiz5b7n6rk1vd4ssfi
1626
1415
2020-09-27T19:19:13Z
Neetshot
31366722
1626
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, unnamed workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose. While there are nobles who work at Angel Lake, the vast majority of the workers are slaves purchased and then freed by Alison, people she's saved during her adventures who have nowhere else to go, and simple peasants from the Puddles who struggle to find work due to their status.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
== Entrance ==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
Since it is partially designed for defence, there is a secret escape route within Angel Lake. The mens bath has a secret door, behind which is a tunnel that leads into the sewers of Absalom. The way to open the door is known only to Alison, the captain of the guard, Marianne, and Charlie.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
1qqmf2pr2ekmv55839t7qhxd6yy5734
1828
1626
2021-02-27T19:42:40Z
Neetshot
31366722
1828
wikitext
text/x-wiki
{{infobox location
| title = Angel Lake
| image = [LakeEntrance2.jpg]
| imagecaption = The main entrance hall
| type = Business
| level = 1-20
| location = Absalom, Foreign Quarter
| inhabitants = Alison Ravenmane, workers
}}Angel Lake is a leisure hall owned and operated by Alison Ravenmane, one of the more well-known adventurers of the city of Absalom. It is situated in the Foreign Quarter, putting it in the perfect location for a visit from tourists, and also for people of different means and income to visit, compared to if it was somewhere like the Ivy District.
The employees of Angel Lake come from various walks of life, and its owner does not discriminate based on background, race, or anything else, provided that the person doesn't have evil intentions. Both young nobles trained in the fine arts and peasants from the Puddles, trained by more experienced performers, are allowed to perform. Those without a place to stay but a desire to earn it are encouraged to visit and be trained, so they can earn their keep and stay in the bunks that Alison had installed for that very purpose. While there are nobles who work at Angel Lake, the vast majority of the workers are slaves purchased and then freed by Alison, people she's saved during her adventures who have nowhere else to go, and simple peasants from the Puddles who struggle to find work due to their status.
Angel Lake currently houses thirty-five well-equipped and well-trained guards, a bard, a wizard, a druid, a quintet of bureaucrats to handle legal matters, a dressmaker, four cooks, five groundskeepers, a cleric of Shelyn, five waitstaff, five cleaners, a makeup artist, and nine dancers, four of whom were rescued from death by Alison and a group of friends.
== Entrance ==
[[File:LakeEntrance1.jpg|thumb|332x332px|The arbour entrance to the courtyard, with one of the fountains beyond.]]The entrance to Angel Lake has a decidedly natural aesthetic. The courtyard is surrounded by a tall, black metal fence adorned with ivy and flowers across its length, embedded in clean, 2ft-high stone with spaced pillars every meter. There is only one entrace, an arbour that matches the aesthetic of the rest of the fence. It is manned by two receptionists who handle giving and receiving tickets, as well as a pair of guards to keep watch and handle any disputes.
Past the arbour is the courtyard proper, where the second main feature of the performance hall can be seen: water features. It is a large, natural area spotted with trees, patches of flowers, and fountains, though one is particularly notable, as it is dominated by the image of three goddesses, namely Shelyn, Arshea and Milani.
The main entrance hall is a sight to behold. A glass ceiling provides plenty of light and a view of the stars at night, while flower-covered chandeliers lit by magic provide illumination when the sky turns dark. Palm trees flank a low pool of water where various flowers float. There are tables and chairs for people to sit if they wish to enjoy the view before moving into the building proper. Two more guards await here.
== Grounds ==
[[File:AngelLakeGarden.jpg|thumb|A portion of Angel Lake's gardens, and the lake itself.|left]] While the leisure hall itself is the main reason to visit Angel Lake, the grounds can be another reason for those more inclined to nature. The natural area is carefully maintained by a team of groundskeepers as well as a druid, so visitors can walk its grounds and see some nature without having to worry about their safety, or rest their legs and take in the sights. Fittingly, there is an artifically-created lake behind the building filled with non-dangerous fish.
Near the entrance to the entire property itself is a small guard post and armoury for the guards to rest and arm themselves, in case of needing to do so. While Angel Lake is primarily a leisure hall, it is also fortified to serve as a small fortress in case of another incursion similar to Rovagug's attack a decade ago. As such, four guards patrol the fences, four more patrol the courtyard, and another five guards specially trained for fighting in the wilderness keep watch over the gardens.
==Main Building & Dance Hall==
Naturally, the main building is the main attraction. The entrance takes a more typical design, with wooden panel flooring and red carpets, edged with white stone to prevent wood rot from the water features. The wooden walls match the floors, though lining the sides of the pathway are tiny, controlled waterfalls that feed into channels at the edges of the corridor, filling the area with the serene sound of flowing water. Two guards stand at rest here.
Upon entering, there are three paths to take: left, right, and straight ahead, through a pair reinforced, wooden double doors. Past the doors, there are two sets of stairs, with one going upwards and the other going down. Both sets of stairs lead to the main hall in their own way.[[File:DnO0KbuW0AAX1km.jpg|thumb|332x332px|The performance hall, when filled.]]The main draw is, of course, the performance hall, and it is part of Angel Lake's namesake, unique when compared to typical auditoriums. A large, stone stage dominates the centre of the room, decorated with red carpet, and a shell-like glass sculpure at the top. A lift-like wooden platform, operated by magic, sits behind a pair of curtains, which raises up from the dressing rooms below. This lift can be raised up to the platform around the shell, which can also be reached through two stairways to either side of the main stage entrance. It is what surrounds the stage that sets it apart, however, and gives Angel Lake is name.
Rather than seats or plain flooring surrounding the stage, there is instead water, carefully fed through channels in the wooden walls, which are treated to avoid damage from the water. Atop the water sit small gondolas, which can be guided by magic or by hand, and are sent off from a small, indoor dock at the bottom of the downward stairs. The other options for seating are more typical booths that line the walls, reached through the upward stairs. Above the hall is a glass ceiling that lets light filter in, but an also be covered if the performance necessitates its own lighting. Five more guards stand ready in the booths, keeping a vigilant eye.
== Public Wing ==
Before entering the double doors that lead to the performance hall itself, there are two other paths, leading to the two other wings of the building. The one on the right is for customers, and has various facilities for their use, and also for the relaxation of employees when they're off-duty. The first area encountered is a rather plain sitting room, with chairs and sofas for relaxation, as well as a few shelves with books on various topics, from fiction, to religion, to history. Naturally, there are also toilets hooked up to Absalom's sewer system, two for men and two for ladies. There are also two more guards here. From here, there are three more exits. One leads to the gardens described above.
The second exit goes downwards through a well-lit corridor, towards a hotter area of the hall. Here can be found something that Alison was inspired to add by her closest friend, Marianne. There are two varieties of relaxation to be found here, each with three rooms split between male, female, and mixed. The first are the saunas, while the second are the artificially-created hot spring baths. Each room is split down the middle between wooden panelling and worked stone, and then more natural, unworked stone.
[[File:AngelLakeDiner.jpg|thumb|257x257px|Angel Lake's restaurant/bar.]] The final exit leads to the bar and restaurant held within Angel Lake, a brightly-coloured room that truly pays homage to the rainbows of Shelyn and Arshea with its loud colours and decorated walls. There is only one guard here. The restaurant serves a variety of foods both regular and vegetarian, and the bar serves alcohol past 3pm. The downstairs walls are decorated with magical lights and images of vegetation, while the upstairs has a more classic, wood-panelled aesthetic with more of Angel Lake's trademark water features.
== Staff Wing ==
The western wing of Angel Lake is open only to staff, who all carry a key to the reinforced, locked door. The first room upon going through the door is a common staff room for employees to relax in private when they're on break. There is one guard in the common room, to make sure that nobody sneaks in where they shouldn't be. Past that are five rooms, all aligned in one corridor where there are two guards. Opposite the first is the infirmary, which has a small altar to Shelyn, and is where the cleric spends most of her time. Next to that is the laundry room, connected to the seamstress' workshop.
At the end of the hallway are three more paths. The one on the left leads to the baths and showers, while straight ahead is Alison's office, shared with her guard captain, which holds a mixed altar to her three godesses. The captain can usually be found there, guarding the office himself. The path on the right heads underground, beneath the performance hall, to the dressing rooms, where the makeup artist can be found, as well as two more guards, whose genders match the dressing rooms.
Since it is partially designed for defence, there is a secret escape route within Angel Lake. The mens bath has a secret door, behind which is a tunnel that leads into the sewers of Absalom. The way to open the door is known only to Alison, the captain of the guard, Marianne, and Charlie.
== Employee Gallery ==
<gallery>
AngelLakeWizard.png|Asen, the Sylph Wizard. Arrogant, but not overly so, and charming when he wants to be.
AngelLakeWeaver.jpg|Thanzi, the Drow seamstress. Exacting and noble, but she's well-meaning at heart.
AngelLakeDruid.jpg|Ceday, the Half-Orc Druid. Shy and struggles with the crowds, but she loves the dances.
AngelLakeCleric.png|Raisha, the Human Cleric of Shelyn. Cheerful and motherly, but can be stern when necessary.
AngelLakeBard.jpg|Sotan, the Tiefling Bard. Sweet and approachable, but tricky with her words.
AngelLakeCaptain.jpg|Karru, the Human captain of the guard. Serious, but reasonable and accomodating.
AngelLakeGuards.jpg|The Angel Lake guard uniform.
AngelLakeSkirmisher.jpg|The Angel Lake garden guard uniform.
</gallery>
ies0lz485eb1onj9ogo83bxqurk65d4
Anigoli Mat'efi
0
799
1648
2020-10-10T09:16:34Z
AxelSee
31598748
I filled everything out
1648
wikitext
text/x-wiki
<blockquote>"Do I seem like the sort of person who would kill another so callously? You know me, we're good friends. This is all a misunderstanding, so why don't we move along here and enjoy the rest of our day? We could go to that little tavern a few blocks over, and all of this will take care of itself." - Anigoli to a recently made friendly guard after being caught murdering a local leader in a back alley</blockquote>{{Infobox_character|name = Anigoli Mat'efi|image = Anigoli Mat'efi.jpeg|imagecaption = It's rude to stare.|aliases = Ani, Tattooed Freak|relatives = Father: Anigomi Mat'efi (Deceased)
Mother: Anilily Mat'efi (Deceased)|affiliation = N|marital = Single|birthDate = Rova 13th|birthPlace = Egorian, Cheliax|species = Caligni|gender = Male|height = 5'10"|weight = 165 lbs|eyes = Silver}}
== Description ==
Anigoli is a slender young Caligni, moving with grace that makes up for his weakness. His strongest point is how well toned his relatively small muscles are, being able to move great distances without tiring. He has a habit of never wearing a shirt regardless of the weather, keeping his dark gray flesh and myriad of tattoos on display. His platinum blonde hair grows wildly down to his shoulders, and his silver eyes tend to glare piercingly from beneath his glimmering locks. He usually doesn't have any sort of possessions with him other than a rather intricate looking pair of black and silver laced gloves that he dons when he's about to commit acts of violence.
== Personality ==
Anigoli is often thought to be heartless and a little dull. The lack of expression on his face while he's beating someone senseless, or being beaten senseless on the occasions when he loses fights, is unnerving to some. In reality, he finds most interactions with people to be boring at best, downright insufferable at worst. Losing his only family to the rich and powerful, then having to survive on the streets as a child, hardened his heart to protect him from the tragedy he faced. This, coupled with his abilities, brought him to the point of considering all people as tools or foes, with no sort of meaningful bond possible when all it lead to was disappointment or betrayal. It was much better to be the one disappointing and betraying.
== History ==
Anigoli's parents were sacrificed by the House Charthagnion of Cheliax in their constant pursuit of greater diabolical power, believing their devilish masters would appreciate these souls that were once promised to now dead gods. The boy was only eight years old when it happened, and he was forced onto the streets for fear of being kidnapped and made to do slave labor or worse. He made due, surviving through sheer toughness and skill. It was during these rough development years that he first began to manifest his powers.
For an unknown reason, perhaps something tied to the god driven mutations of his ancestors, Ani was able to reach out and touch people's minds as instinctively as others reach out and take ahold of an apple. This was confusing and uncomfortable for him at first, as people living in the lowest dregs of society tended to have rather nasty thoughts. He eventually learned how to move those thoughts in directions more suitable to him. More than that, he learned to draw the power of his own mind outwards into physically manifesting force, accelerating his movements, carrying him over great distances, and allowing him to strike with devastating force. Such natural gifts were extremely useful to a street rat. He made a name for himself in Egorian, the capital of Cheliax, as a brutal fighter and manipulator by the time he was 13.
Naturally, any success by the small and weak was crushed by those in power within that wicked empire, and so he found himself more often than not on the receiving end of the law's iron fist. He was so regularly seen in prison that he came to know all of the guards by name. He didn't care enough about them to want revenge against the small fry, rather, he was far more interested in orchestrating the fall of their superiors, and their superior's superiors. He wanted to see the collapse of the entire noble bloodline that preyed upon the weak and defenseless to build up their own power. He hated them, and he hated the devils that they sold their souls to in exchange for temporal power. He didn't hesitate to kill their servants as he was able, interfere with their plans as he learned of them, and generally make himself a thorn in their side. Of course, he was nowhere near powerful enough to make much of a difference on his own.
It was this constant annoyance, buzzing about in their ears, that eventually got Ani swatted. Hard. It was a day as usual for him, he'd heard rumors of a rather large shipment of sacrifices being discretely shipped to one of their mansion estates. He put little thought to whether he should go after it or not. That fated evening, he was lured into a cruel trap, using his own hatred and pursuit of vengeance to snare him. Ambushed by truly overwhelming numbers, and held in place by several layers of magics that prevented him from using his own abilities, he was brought to the private prison of Charthagnion family, more likely than not to meet his painful demise as yet another offering to appease their tyrannical and otherworldly overlords. Things looked rather grim for the young man, just turned 19.
On the night when the grand blood celebration was to be held, one of his guards had a little too much to drink, and the quiet and skinny Caligni looked just nonthreatening enough. Ani managed to slip out of his magic dampening collar, and swiftly took control of the guard's mind, convincing him to not only open Ani's cage, but every other sacrifice's as well. The guard was rewarded for his heroics with a swift death, certainly better than the wretched nobles would have given him once his betrayal was discovered. Using the other escapees as a distraction, Ani took that chance to finally see his most dire foes faces for the first time, engraving them into his memory. His eyes sparkled in the moonlight across their lavish estate, and he was quite certain they saw him as well. He would return for them. Each and every one of them would be sent screaming into whatever Hell they promised themselves to . . . and then he was gone, leaping over their vaunted walls into the city beyond.
Much to Ani's surprise, word in the streets went around of his deeds and painted him as a daring hero who saved the poor from a gruesome fate. They misconstrued his motives entirely, and likewise glossed over the fact that he did little to actually help the rest of them leave the estate on purpose. The fact that he provided a distraction to their mercenaries by appearing like he was heading straight for their most unholy meeting place to assault the nobles directly was a mere coincidence. He had freed them to spite his enemies, not because he cared about their lives or their souls. Still, he realized that having a reputation as someone that would oppose the entitled upper echelon of their twisted society couldn't hurt his chances of one day getting the opportunity he so desperately sought. He bided his time, plotting and developing his power with a single goal in mind, the complete annihilation of every diabolist noble family in Cheliax.
== Relationships ==
None to speak of as of right now.
01959os1ufqb3u9nggmtb4ti549btdi
1649
1648
2020-10-10T09:17:45Z
AxelSee
31598748
1649
wikitext
text/x-wiki
<blockquote>"Do I seem like the sort of person who would kill another so callously? You know me, we're good friends. This is all a misunderstanding, so why don't we move along here and enjoy the rest of our day? We could go to that little tavern a few blocks over, and all of this will take care of itself." - Anigoli to a recently made friendly guard after being caught murdering a local leader that was propositioning orphaned children in a back alley</blockquote>{{Infobox_character|name = Anigoli Mat'efi|image = Anigoli Mat'efi.jpeg|imagecaption = It's rude to stare.|aliases = Ani, Tattooed Freak|relatives = Father: Anigomi Mat'efi (Deceased)
Mother: Anilily Mat'efi (Deceased)|affiliation = N|marital = Single|birthDate = Rova 13th|birthPlace = Egorian, Cheliax|species = Caligni|gender = Male|height = 5'10"|weight = 165 lbs|eyes = Silver}}
== Description ==
Anigoli is a slender young Caligni, moving with grace that makes up for his weakness. His strongest point is how well toned his relatively small muscles are, being able to move great distances without tiring. He has a habit of never wearing a shirt regardless of the weather, keeping his dark gray flesh and myriad of tattoos on display. His platinum blonde hair grows wildly down to his shoulders, and his silver eyes tend to glare piercingly from beneath his glimmering locks. He usually doesn't have any sort of possessions with him other than a rather intricate looking pair of black and silver laced gloves that he dons when he's about to commit acts of violence.
== Personality ==
Anigoli is often thought to be heartless and a little dull. The lack of expression on his face while he's beating someone senseless, or being beaten senseless on the occasions when he loses fights, is unnerving to some. In reality, he finds most interactions with people to be boring at best, downright insufferable at worst. Losing his only family to the rich and powerful, then having to survive on the streets as a child, hardened his heart to protect him from the tragedy he faced. This, coupled with his abilities, brought him to the point of considering all people as tools or foes, with no sort of meaningful bond possible when all it lead to was disappointment or betrayal. It was much better to be the one disappointing and betraying.
== History ==
Anigoli's parents were sacrificed by the House Charthagnion of Cheliax in their constant pursuit of greater diabolical power, believing their devilish masters would appreciate these souls that were once promised to now dead gods. The boy was only eight years old when it happened, and he was forced onto the streets for fear of being kidnapped and made to do slave labor or worse. He made due, surviving through sheer toughness and skill. It was during these rough development years that he first began to manifest his powers.
For an unknown reason, perhaps something tied to the god driven mutations of his ancestors, Ani was able to reach out and touch people's minds as instinctively as others reach out and take ahold of an apple. This was confusing and uncomfortable for him at first, as people living in the lowest dregs of society tended to have rather nasty thoughts. He eventually learned how to move those thoughts in directions more suitable to him. More than that, he learned to draw the power of his own mind outwards into physically manifesting force, accelerating his movements, carrying him over great distances, and allowing him to strike with devastating force. Such natural gifts were extremely useful to a street rat. He made a name for himself in Egorian, the capital of Cheliax, as a brutal fighter and manipulator by the time he was 13.
Naturally, any success by the small and weak was crushed by those in power within that wicked empire, and so he found himself more often than not on the receiving end of the law's iron fist. He was so regularly seen in prison that he came to know all of the guards by name. He didn't care enough about them to want revenge against the small fry, rather, he was far more interested in orchestrating the fall of their superiors, and their superior's superiors. He wanted to see the collapse of the entire noble bloodline that preyed upon the weak and defenseless to build up their own power. He hated them, and he hated the devils that they sold their souls to in exchange for temporal power. He didn't hesitate to kill their servants as he was able, interfere with their plans as he learned of them, and generally make himself a thorn in their side. Of course, he was nowhere near powerful enough to make much of a difference on his own.
It was this constant annoyance, buzzing about in their ears, that eventually got Ani swatted. Hard. It was a day as usual for him, he'd heard rumors of a rather large shipment of sacrifices being discretely shipped to one of their mansion estates. He put little thought to whether he should go after it or not. That fated evening, he was lured into a cruel trap, using his own hatred and pursuit of vengeance to snare him. Ambushed by truly overwhelming numbers, and held in place by several layers of magics that prevented him from using his own abilities, he was brought to the private prison of Charthagnion family, more likely than not to meet his painful demise as yet another offering to appease their tyrannical and otherworldly overlords. Things looked rather grim for the young man, just turned 19.
On the night when the grand blood celebration was to be held, one of his guards had a little too much to drink, and the quiet and skinny Caligni looked just nonthreatening enough. Ani managed to slip out of his magic dampening collar, and swiftly took control of the guard's mind, convincing him to not only open Ani's cage, but every other sacrifice's as well. The guard was rewarded for his heroics with a swift death, certainly better than the wretched nobles would have given him once his betrayal was discovered. Using the other escapees as a distraction, Ani took that chance to finally see his most dire foes faces for the first time, engraving them into his memory. His eyes sparkled in the moonlight across their lavish estate, and he was quite certain they saw him as well. He would return for them. Each and every one of them would be sent screaming into whatever Hell they promised themselves to . . . and then he was gone, leaping over their vaunted walls into the city beyond.
Much to Ani's surprise, word in the streets went around of his deeds and painted him as a daring hero who saved the poor from a gruesome fate. They misconstrued his motives entirely, and likewise glossed over the fact that he did little to actually help the rest of them leave the estate on purpose. The fact that he provided a distraction to their mercenaries by appearing like he was heading straight for their most unholy meeting place to assault the nobles directly was a mere coincidence. He had freed them to spite his enemies, not because he cared about their lives or their souls. Still, he realized that having a reputation as someone that would oppose the entitled upper echelon of their twisted society couldn't hurt his chances of one day getting the opportunity he so desperately sought. He bided his time, plotting and developing his power with a single goal in mind, the complete annihilation of every diabolist noble family in Cheliax.
== Relationships ==
None to speak of as of right now.
6ev63c0yhe4vu4cztj1hssg5pgrhfvg
1650
1649
2020-10-10T09:24:32Z
AxelSee
31598748
1650
wikitext
text/x-wiki
<blockquote>''"Do I seem like the sort of person who would kill another so callously? You know me, we're good friends. This is all a misunderstanding, so why don't we move along here and enjoy the rest of our day? We could go to that little tavern a few blocks over, and all of this will take care of itself."'' - Anigoli to a recently made friendly guard after being caught murdering a local leader that was propositioning orphaned children in a back alley</blockquote>{{Infobox_character|name = Anigoli Mat'efi|image = Anigoli Mat'efi.jpeg|imagecaption = It's rude to stare.|aliases = Ani, Tattooed Freak|relatives = Father: Anigomi Mat'efi (Deceased)
Mother: Anilily Mat'efi (Deceased)|affiliation = N|marital = Single|birthDate = Rova 13th|birthPlace = Egorian, Cheliax|species = Caligni|gender = Male|height = 5'10"|weight = 165 lbs|eyes = Silver}}
== Description ==
Anigoli is a slender young Caligni, moving with grace that makes up for his weakness. His strongest point is how well toned his relatively small muscles are, being able to move great distances without tiring. He has a habit of never wearing a shirt regardless of the weather, keeping his dark gray flesh and myriad of tattoos on display. His platinum blonde hair grows wildly down to his shoulders, and his silver eyes tend to glare piercingly from beneath his glimmering locks. He usually doesn't have any sort of possessions with him other than a rather intricate looking pair of black and silver laced gloves that he dons when he's about to commit acts of violence.
== Personality ==
Anigoli is often thought to be heartless and a little dull. The lack of expression on his face while he's beating someone senseless, or being beaten senseless on the occasions when he loses fights, is unnerving to some. In reality, he finds most interactions with people to be boring at best, downright insufferable at worst. Losing his only family to the rich and powerful, then having to survive on the streets as a child, hardened his heart to protect him from the tragedy he faced. This, coupled with his abilities, brought him to the point of considering all people as tools or foes, with no sort of meaningful bond possible when all it lead to was disappointment or betrayal. It was much better to be the one disappointing and betraying.
== History ==
Anigoli's parents were sacrificed by the House Charthagnion of Cheliax in their constant pursuit of greater diabolical power, believing their devilish masters would appreciate these souls that were once promised to now dead gods. The boy was only eight years old when it happened, and he was forced onto the streets for fear of being kidnapped and made to do slave labor or worse. He made due, surviving through sheer toughness and skill. It was during these rough development years that he first began to manifest his powers.
For an unknown reason, perhaps something tied to the god driven mutations of his ancestors, Ani was able to reach out and touch people's minds as instinctively as others reach out and take ahold of an apple. This was confusing and uncomfortable for him at first, as people living in the lowest dregs of society tended to have rather nasty thoughts. He eventually learned how to move those thoughts in directions more suitable to him. More than that, he learned to draw the power of his own mind outwards into physically manifesting force, accelerating his movements, carrying him over great distances, and allowing him to strike with devastating force. Such natural gifts were extremely useful to a street rat. He made a name for himself in Egorian, the capital of Cheliax, as a brutal fighter and manipulator by the time he was 13.
Naturally, any success by the small and weak was crushed by those in power within that wicked empire, and so he found himself more often than not on the receiving end of the law's iron fist. He was so regularly seen in prison that he came to know all of the guards by name. He didn't care enough about them to want revenge against the small fry, rather, he was far more interested in orchestrating the fall of their superiors, and their superior's superiors. He wanted to see the collapse of the entire noble bloodline that preyed upon the weak and defenseless to build up their own power. He hated them, and he hated the devils that they sold their souls to in exchange for temporal power. He didn't hesitate to kill their servants as he was able, interfere with their plans as he learned of them, and generally make himself a thorn in their side. Of course, he was nowhere near powerful enough to make much of a difference on his own.
It was this constant annoyance, buzzing about in their ears, that eventually got Ani swatted. Hard. It was a day as usual for him, he'd heard rumors of a rather large shipment of sacrifices being discretely shipped to one of their mansion estates. He put little thought to whether he should go after it or not. That fated evening, he was lured into a cruel trap, using his own hatred and pursuit of vengeance to snare him. Ambushed by truly overwhelming numbers, and held in place by several layers of magics that prevented him from using his own abilities, he was brought to the private prison of Charthagnion family, more likely than not to meet his painful demise as yet another offering to appease their tyrannical and otherworldly overlords. Things looked rather grim for the young man, just turned 19.
On the night when the grand blood celebration was to be held, one of his guards had a little too much to drink, and the quiet and skinny Caligni looked just nonthreatening enough. Ani managed to slip out of his magic dampening collar, and swiftly took control of the guard's mind, convincing him to not only open Ani's cage, but every other sacrifice's as well. The guard was rewarded for his heroics with a swift death, certainly better than the wretched nobles would have given him once his betrayal was discovered. Using the other escapees as a distraction, Ani took that chance to finally see his most dire foes faces for the first time, engraving them into his memory. His eyes sparkled in the moonlight across their lavish estate, and he was quite certain they saw him as well. He would return for them. Each and every one of them would be sent screaming into whatever Hell they promised themselves to . . . and then he was gone, leaping over their vaunted walls into the city beyond.
Much to Ani's surprise, word in the streets went around of his deeds and painted him as a daring hero who saved the poor from a gruesome fate. They misconstrued his motives entirely, and likewise glossed over the fact that he did little to actually help the rest of them leave the estate on purpose. The fact that he provided a distraction to their mercenaries by appearing like he was heading straight for their most unholy meeting place to assault the nobles directly was a mere coincidence. He had freed them to spite his enemies, not because he cared about their lives or their souls. Still, he realized that having a reputation as someone that would oppose the entitled upper echelon of their twisted society couldn't hurt his chances of one day getting the opportunity he so desperately sought. He bided his time, plotting and developing his power with a single goal in mind, the complete annihilation of every diabolist noble family in Cheliax.
== Relationships ==
None to speak of as of right now.
0js05t1p2mytavuyjqglzqtlatdliqw
1651
1650
2020-10-10T09:24:49Z
AxelSee
31598748
1651
wikitext
text/x-wiki
<blockquote>''"Do I seem like the sort of person who would kill another so callously? You know me, we're good friends. This is all a misunderstanding, so why don't we move along here and enjoy the rest of our day? We could go to that little tavern a few blocks over, and all of this will take care of itself."'' </blockquote><blockquote>- Anigoli to a recently made friendly guard after being caught murdering a local leader that was propositioning orphaned children in a back alley</blockquote>{{Infobox_character|name = Anigoli Mat'efi|image = Anigoli Mat'efi.jpeg|imagecaption = It's rude to stare.|aliases = Ani, Tattooed Freak|relatives = Father: Anigomi Mat'efi (Deceased)
Mother: Anilily Mat'efi (Deceased)|affiliation = N|marital = Single|birthDate = Rova 13th|birthPlace = Egorian, Cheliax|species = Caligni|gender = Male|height = 5'10"|weight = 165 lbs|eyes = Silver}}
== Description ==
Anigoli is a slender young Caligni, moving with grace that makes up for his weakness. His strongest point is how well toned his relatively small muscles are, being able to move great distances without tiring. He has a habit of never wearing a shirt regardless of the weather, keeping his dark gray flesh and myriad of tattoos on display. His platinum blonde hair grows wildly down to his shoulders, and his silver eyes tend to glare piercingly from beneath his glimmering locks. He usually doesn't have any sort of possessions with him other than a rather intricate looking pair of black and silver laced gloves that he dons when he's about to commit acts of violence.
== Personality ==
Anigoli is often thought to be heartless and a little dull. The lack of expression on his face while he's beating someone senseless, or being beaten senseless on the occasions when he loses fights, is unnerving to some. In reality, he finds most interactions with people to be boring at best, downright insufferable at worst. Losing his only family to the rich and powerful, then having to survive on the streets as a child, hardened his heart to protect him from the tragedy he faced. This, coupled with his abilities, brought him to the point of considering all people as tools or foes, with no sort of meaningful bond possible when all it lead to was disappointment or betrayal. It was much better to be the one disappointing and betraying.
== History ==
Anigoli's parents were sacrificed by the House Charthagnion of Cheliax in their constant pursuit of greater diabolical power, believing their devilish masters would appreciate these souls that were once promised to now dead gods. The boy was only eight years old when it happened, and he was forced onto the streets for fear of being kidnapped and made to do slave labor or worse. He made due, surviving through sheer toughness and skill. It was during these rough development years that he first began to manifest his powers.
For an unknown reason, perhaps something tied to the god driven mutations of his ancestors, Ani was able to reach out and touch people's minds as instinctively as others reach out and take ahold of an apple. This was confusing and uncomfortable for him at first, as people living in the lowest dregs of society tended to have rather nasty thoughts. He eventually learned how to move those thoughts in directions more suitable to him. More than that, he learned to draw the power of his own mind outwards into physically manifesting force, accelerating his movements, carrying him over great distances, and allowing him to strike with devastating force. Such natural gifts were extremely useful to a street rat. He made a name for himself in Egorian, the capital of Cheliax, as a brutal fighter and manipulator by the time he was 13.
Naturally, any success by the small and weak was crushed by those in power within that wicked empire, and so he found himself more often than not on the receiving end of the law's iron fist. He was so regularly seen in prison that he came to know all of the guards by name. He didn't care enough about them to want revenge against the small fry, rather, he was far more interested in orchestrating the fall of their superiors, and their superior's superiors. He wanted to see the collapse of the entire noble bloodline that preyed upon the weak and defenseless to build up their own power. He hated them, and he hated the devils that they sold their souls to in exchange for temporal power. He didn't hesitate to kill their servants as he was able, interfere with their plans as he learned of them, and generally make himself a thorn in their side. Of course, he was nowhere near powerful enough to make much of a difference on his own.
It was this constant annoyance, buzzing about in their ears, that eventually got Ani swatted. Hard. It was a day as usual for him, he'd heard rumors of a rather large shipment of sacrifices being discretely shipped to one of their mansion estates. He put little thought to whether he should go after it or not. That fated evening, he was lured into a cruel trap, using his own hatred and pursuit of vengeance to snare him. Ambushed by truly overwhelming numbers, and held in place by several layers of magics that prevented him from using his own abilities, he was brought to the private prison of Charthagnion family, more likely than not to meet his painful demise as yet another offering to appease their tyrannical and otherworldly overlords. Things looked rather grim for the young man, just turned 19.
On the night when the grand blood celebration was to be held, one of his guards had a little too much to drink, and the quiet and skinny Caligni looked just nonthreatening enough. Ani managed to slip out of his magic dampening collar, and swiftly took control of the guard's mind, convincing him to not only open Ani's cage, but every other sacrifice's as well. The guard was rewarded for his heroics with a swift death, certainly better than the wretched nobles would have given him once his betrayal was discovered. Using the other escapees as a distraction, Ani took that chance to finally see his most dire foes faces for the first time, engraving them into his memory. His eyes sparkled in the moonlight across their lavish estate, and he was quite certain they saw him as well. He would return for them. Each and every one of them would be sent screaming into whatever Hell they promised themselves to . . . and then he was gone, leaping over their vaunted walls into the city beyond.
Much to Ani's surprise, word in the streets went around of his deeds and painted him as a daring hero who saved the poor from a gruesome fate. They misconstrued his motives entirely, and likewise glossed over the fact that he did little to actually help the rest of them leave the estate on purpose. The fact that he provided a distraction to their mercenaries by appearing like he was heading straight for their most unholy meeting place to assault the nobles directly was a mere coincidence. He had freed them to spite his enemies, not because he cared about their lives or their souls. Still, he realized that having a reputation as someone that would oppose the entitled upper echelon of their twisted society couldn't hurt his chances of one day getting the opportunity he so desperately sought. He bided his time, plotting and developing his power with a single goal in mind, the complete annihilation of every diabolist noble family in Cheliax.
== Relationships ==
None to speak of as of right now.
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Anima Vesta
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<nowiki>{{infobox character
| name =Anima Vesta
| image =cfeecb4afdssss).png
| imagecaption =Him
| class =Unchained Rogue / Fighter
| alignment =N
| hair =Very Dark Green
| race =Gathlain
| gender =Male
| height =3'0
| weight =52
| eyes =Green
}}</nowiki>
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
[[Category:Backstory]]
[[Category:The Story So Far]]
[[Category:Appearance]]
[[Category:Traits and Quirks]]
[[Category:Alliances/Enemies]]
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Backstory</font> '''==
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Backstory</font> '''==
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Appearance</font> '''==
Anima has a very prominent pair of wings that looks almost like a curtain of moss and other vegetation outlined by branches. His hair is a messy mop of shoulder length dark green, nearly black, hair. Animas eyes are a very piercing green, almost a mixture of emerald and peridot. He has one major scar and that is a burn across his abdomen, still blackened to this day.
=='''<font size="6">Traits and Quirks</font> '''==
Anima has a few quirks and traits that make him who he is. He often wants to ask questions even when threatened, he wants to know the reasoning. Sometimes having a lesser reaction to dangerous situations than normal, this has lead to a few scraps. Anima has adopted a view on the world that is very "go with the flow" and naturey.
=='''<font size="6">Friends/Enemies</font> '''==
Friends: Dala Chenaanah
Enemies: The owner of the burning ale (Not an enemy but is not friendly)
=='''<font size="6">The Story so Far</font> '''==
<font size="2.7">''Carry on Wayward Son starts playing''</font>
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.
=='''<font size="6">His Misadventures Now</font> '''==
To be updated once a month
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Appearance</font> '''==
Anima has a very prominent pair of wings that looks almost like a curtain of moss and other vegetation outlined by branches. His hair is a messy mop of shoulder length dark green, nearly black, hair. Animas eyes are a very piercing green, almost a mixture of emerald and peridot. He has one major scar and that is a burn across his abdomen, still blackened to this day.
=='''<font size="6">Traits and Quirks</font> '''==
Anima has a few quirks and traits that make him who he is. He often wants to ask questions even when threatened, he wants to know the reasoning. Sometimes having a lesser reaction to dangerous situations than normal, this has lead to a few scraps. Anima has adopted a view on the world that is very "go with the flow" and naturey.
=='''<font size="6">Friends/Enemies</font> '''==
Friends: Dala Chenaanah
Enemies: The owner of the burning ale (Not an enemy but is not friendly)
=='''<font size="6">The Story so Far</font> '''==
<font size="3">''Carry on Wayward Son starts playing''</font>
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.
=='''<font size="6">His Misadventures Now</font> '''==
To be updated once a month
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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/* Friends/Enemies */
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{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Appearance</font> '''==
Anima has a very prominent pair of wings that looks almost like a curtain of moss and other vegetation outlined by branches. His hair is a messy mop of shoulder length dark green, nearly black, hair. Animas eyes are a very piercing green, almost a mixture of emerald and peridot. He has one major scar and that is a burn across his abdomen, still blackened to this day.
=='''<font size="6">Traits and Quirks</font> '''==
Anima has a few quirks and traits that make him who he is. He often wants to ask questions even when threatened, he wants to know the reasoning. Sometimes having a lesser reaction to dangerous situations than normal, this has lead to a few scraps. Anima has adopted a view on the world that is very "go with the flow" and naturey.
=='''<font size="6">Friends/Enemies</font> '''==
Friends: Dala Chenaanah
Enemies: The owner of the burning ale (Not an enemy but is not friendly)
=='''<font size="6">The Story so Far</font> '''==
<font size="3">''Carry on Wayward Son starts playing''</font>
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.
=='''<font size="6">His Misadventures Now</font> '''==
To be updated once a month
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
cxsu9qzarlhidw85bb9fh1gossj1y1q
152
145
2018-09-20T11:02:20Z
LXXKDEAD
36962205
152
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Background</font>'''==
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.
=='''<font size="6">Story so Far</font>'''==
To be updated once a month
=='''<font size="6">Appearance</font> '''==
Anima has a very prominent pair of wings that looks almost like a curtain of moss and other vegetation outlined by branches. His hair is a messy mop of shoulder length dark green, nearly black, hair. Animas eyes are a very piercing green, almost a mixture of emerald and peridot. He has one major scar and that is a burn across his abdomen, still blackened to this day.
=='''<font size="6">Personality Traits</font> '''==
Anima has a few quirks and traits that make him who he is. He often wants to ask questions even when threatened, he wants to know the reasoning. Sometimes having a lesser reaction to dangerous situations than normal, this has lead to a few scraps. Anima has adopted a view on the world that is very "go with the flow" and naturey.
=='''<font size="6">Friends/Enemies</font> '''==
Friends: Dala Chenaanah
Enemies: The owner of the burning ale (Not an enemy but is not friendly)
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
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195
152
2018-09-27T16:27:31Z
Indrick Ballerale
35008465
ded
195
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Anima Vesta|image1 = Anima.png|caption1 = Him|gender = Male|race = Gathlain|class = Unchained Rogue/Fighter|alignment = N|deity = Gozreh|age = 19|height = 3'0|weight = 56|hair = Dark Green|eyes = Green}}
=='''<font size="6">Background</font>'''==
Anima was born to two Syrinx nobles on the continent Arcadia west of the Inner sea region. The unfortunate circumstance of being born to a race that is known for using slaves, Anima was treated relatively well for the first 12 years of his life. He was named Anima Vesta from an ancient language, it roughly translates to "Your Soul". He was taught about language, flying, and more at a young age. This only caused the shift after he turned 13 to be more jarring, as he was then treated like a slave. For roughly five years he was enslaved to the Syrinx, this included being harmed if he didn't do a good enough job. He wanted to escape this but he didn't know how to; this desire for freedom reached a pinnacle in an event that caused the black burn scar across his abdomen. After this happened, he was done, there needed to be something done. Anima did what he thought he needed to, he killed his adoptive parents who were the reason for his misery for the past five years. He grabbed a pouch of money and managed to flee to a coastal city. There he managed to convince a crew to take him to Absalom, this was the only city he could remember in his panicked state. While on the boat, he learned about the ways of rogues by one of the crewmembers. Thankfully the Syrinx didn't manage to track him down. He arrived at the docks in Absalom and that's where his journey begins.
=='''<font size="6">Story so Far</font>'''==
Deceased.
=='''<font size="6">Appearance</font> '''==
Anima has a very prominent pair of wings that looks almost like a curtain of moss and other vegetation outlined by branches. His hair is a messy mop of shoulder length dark green, nearly black, hair. Animas eyes are a very piercing green, almost a mixture of emerald and peridot. He has one major scar and that is a burn across his abdomen, still blackened to this day.
=='''<font size="6">Personality Traits</font> '''==
Anima has a few quirks and traits that make him who he is. He often wants to ask questions even when threatened, he wants to know the reasoning. Sometimes having a lesser reaction to dangerous situations than normal, this has lead to a few scraps. Anima has adopted a view on the world that is very "go with the flow" and naturey.
=='''<font size="6">Friends/Enemies</font> '''==
Friends: Dala Chenaanah
Enemies: Fray, Ulric Arda, Joy, Septimus, Hades' Necro
[[Category:Characters]]
[[Category:Player Characters]]
[[Category:Green]]
0185e94t4j8svajss1bib9s10tg8tp8
Arcanium Rush
0
717
1479
2020-08-02T17:36:29Z
Pandasecret1
27144081
Created page with "== Forward Forevermore, a timeline == * May 8th: <strong>The city is abuzz with activity as news abounds about some new constructs doing unloading and offloading at the Docks ..."
1479
wikitext
text/x-wiki
== Forward Forevermore, a timeline ==
* May 8th: <strong>The city is abuzz with activity as news abounds about some new constructs doing unloading and offloading at the Docks from a strange ship! They seem to almost bend and stretch like living beings, and are ornately crafted of chitin, bronze, and gold.</strong>
* May 10th: <strong>In today's paper was the headline - "Breakthroughs made in research with mysterious new crystal! Arcanium forges a new path!" It appears that a crystal discovered a few years ago has been found to have harnessable magical properties that can be used to power or enhance existing technologies! The uses are still being researched, according to the paper, but more are undoubtedly coming...</strong>
* May 11th: <strong>A mushroom cloud explosion erupts at the docks, sending shudders into the buildings nearby. A flurry of crackling gunfire fills the air...very fast gunfire. Here, various groups of adventurers encountered these pirates armed with arcanium weaponry, and fought them as well, some groups capturing this new material.</strong>
* May 12th: <strong>The day after the battle at the Docks resolved, an official report on the skirmish is released. Apparently, the battle was over a shipment of a new mineral, "Arcanium"! Its destination was supposed to be the Arcanamirium for research and invention, but crafty weaponsmiths seem to have obtained or invented blueprints to make new, highly dangerous weapons with them - giving the crystals hefty black market value. It's rumored that a few of these weapons are already in circulation.</strong>
* May 16th: <strong>A deposit of Arcanium in its purest form - crystalline, has been discovered in the mountains of Kortos. Talks are underway with local centaur tribes and Lord Gyr to set up outposts and a new road up the mountain - this stuff seems to fetch a pretty penny.</strong>
* May 23rd: <strong>Construction on the new outpost is proceeding at a rapid rate, and the citizens of Absalom now are able to travel up and down the Kortos Mountains in a rather futuristic railcar system! It seems to work with cables that are pulled and lowered up the slope, with engines at the top and bottom powered with strange red crystals! This amid territorial dispute by resident mythic shapeshifter Izack, although it seems he was eventually overcome...</strong>
* May 27th: <strong>The first thing to jolt Absalom out of its sleepy decade of peacetime seems to be a gang war - fought with dangerous new weapons. Nighttime in the Docks and Coins is rather unsafe as of right now, with any merchants attempting to transport Arcanium - sometimes in broad daylight - are being robbed!</strong>
* July 3rd: <strong>An airship from Alkenstar, the AFV Manawinds, has arrived in the docks of Absalom today. The Arcanamirium begins a festival called the 'Manawild Cultural Exchange', which hopes to show bits and pieces of technology from around Golarion, such as Irorium matches that involve strange things such as Steam Golems, to help make Arcanium less terrifying to the general public due to the increase of banditry and crime related to it.</strong>
* July 7th: <strong>The Arcanamirium is having a public showcase of research and development projects by graduate students and professors. The general public is invited to see the wonders developed over the past few years by Golarion's best and brightest at the finest center of learning in the known world! Attendants were asked to dress nicely.</strong>
* July 24th: <strong>What seems to be a minor earthquake starts to knock plates off of shelves and crack windows all across Absalom, as a massive spire of...iridescent...crystal? Starts to grow out of the top of the tallest mountain on the island.</strong>
* July 25th: <strong>Rimfire Munitions and Holdings has set up a store in Absalom, and they seem to be selling weapons made with this new, magical mineral. They all seem to be firearms of some sort, and a very new, volatile, and powerful variety to boot!</strong> [The Arcane Firearms and Explosives on the Forward Forevermore Doc are now available for purchase and use! You must have proficiency with advanced firearms to use them.]
o2f7dptpr5hm4fm31zks819msv4vidf
1480
1479
2020-08-02T17:41:12Z
Pandasecret1
27144081
1480
wikitext
text/x-wiki
== Forward Forevermore, a timeline ==
* May 8th: <strong>The city is abuzz with activity as news abounds about some new constructs doing unloading and offloading at the Docks from a strange ship! They seem to almost bend and stretch like living beings, and are ornately crafted of chitin, bronze, and gold.</strong>
* May 10th: <strong>In today's paper was the headline - "Breakthroughs made in research with mysterious new crystal! Arcanium forges a new path!" It appears that a crystal discovered a few years ago has been found to have harnessable magical properties that can be used to power or enhance existing technologies! The uses are still being researched, according to the paper, but more are undoubtedly coming...</strong>
* May 11th: <strong>A mushroom cloud explosion erupts at the docks, sending shudders into the buildings nearby. A flurry of crackling gunfire fills the air...very fast gunfire. Here, various groups of adventurers encountered these pirates armed with arcanium weaponry, and fought them as well, some groups capturing this new material.</strong>
* May 12th: <strong>The day after the battle at the Docks resolved, an official report on the skirmish is released. Apparently, the battle was over a shipment of a new mineral, "Arcanium"! Its destination was supposed to be the Arcanamirium for research and invention, but crafty weaponsmiths seem to have obtained or invented blueprints to make new, highly dangerous weapons with them - giving the crystals hefty black market value. It's rumored that a few of these weapons are already in circulation.</strong>
* May 16th: <strong>A deposit of Arcanium in its purest form - crystalline, has been discovered in the mountains of Kortos. Talks are underway with local centaur tribes and Lord Gyr to set up outposts and a new road up the mountain - this stuff seems to fetch a pretty penny.</strong>
* May 23rd: <strong>Construction on the new outpost is proceeding at a rapid rate, and the citizens of Absalom now are able to travel up and down the Kortos Mountains in a rather futuristic railcar system! It seems to work with cables that are pulled and lowered up the slope, with engines at the top and bottom powered with strange red crystals! This amid territorial dispute by resident mythic shapeshifter Izack, although it seems he was eventually overcome...</strong>
* May 27th: <strong>The first thing to jolt Absalom out of its sleepy decade of peacetime seems to be a gang war - fought with dangerous new weapons. Nighttime in the Docks and Coins is rather unsafe as of right now, with any merchants attempting to transport Arcanium - sometimes in broad daylight - are being robbed!</strong>
* July 3rd: <strong>An airship from Alkenstar, the AFV Manawinds, has arrived in the docks of Absalom today. The Arcanamirium begins a festival called the 'Manawild Cultural Exchange', which hopes to show bits and pieces of technology from around Golarion, such as Irorium matches that involve strange things such as Steam Golems, to help make Arcanium less terrifying to the general public due to the increase of banditry and crime related to it.</strong>
* July 7th: <strong>The Arcanamirium is having a public showcase of research and development projects by graduate students and professors. The general public is invited to see the wonders developed over the past few years by Golarion's best and brightest at the finest center of learning in the known world! Attendants were asked to dress nicely.</strong>
* July 24th: <strong>What seems to be a minor earthquake starts to knock plates off of shelves and crack windows all across Absalom, as a massive spire of...iridescent...crystal? Starts to grow out of the top of the tallest mountain on the island.</strong>
* July 25th: <strong>Rimfire Munitions and Holdings has set up a store in Absalom, and they seem to be selling weapons made with this new, magical mineral. They all seem to be firearms of some sort, and a very new, volatile, and powerful variety to boot!</strong> [The Arcane Firearms and Explosives on the Forward Forevermore Doc are now available for purchase and use! You must have proficiency with advanced firearms to use them.]
== Player Involvement ==
=== The Gilded Flame ===
Members of the Gilded Flame, including [[Arthes Beithir]], [[Yuri]], [[Casey]], [[Primrose]], [[Pyra]], and [[Astia Fatesh|Astia]] had their day on the town disrupted by the skirmish at the docks and went to investigate. After taking stock of the situation, they went to the aid of the sailors to fight off the pirates. After defeating the thieves, the party was rewarded a few pieces of arcanium technology including a flamethrower and a few crystals for private research.
6xyaxiv3lxw8adod2aygzb9fcm2h9ie
1481
1480
2020-08-02T17:43:50Z
Pandasecret1
27144081
1481
wikitext
text/x-wiki
== Forward Forevermore, a timeline ==
* May 8th: <strong>The city is abuzz with activity as news abounds about some new constructs doing unloading and offloading at the Docks from a strange ship! They seem to almost bend and stretch like living beings, and are ornately crafted of chitin, bronze, and gold.</strong>
* May 10th: <strong>In today's paper was the headline - "Breakthroughs made in research with mysterious new crystal! Arcanium forges a new path!" It appears that a crystal discovered a few years ago has been found to have harnessable magical properties that can be used to power or enhance existing technologies! The uses are still being researched, according to the paper, but more are undoubtedly coming...</strong>
* May 11th: <strong>A mushroom cloud explosion erupts at the docks, sending shudders into the buildings nearby. A flurry of crackling gunfire fills the air...very fast gunfire. Here, various groups of adventurers encountered these pirates armed with arcanium weaponry, and fought them as well, some groups capturing this new material.</strong>
* May 12th: <strong>The day after the battle at the Docks resolved, an official report on the skirmish is released. Apparently, the battle was over a shipment of a new mineral, "Arcanium"! Its destination was supposed to be the Arcanamirium for research and invention, but crafty weaponsmiths seem to have obtained or invented blueprints to make new, highly dangerous weapons with them - giving the crystals hefty black market value. It's rumored that a few of these weapons are already in circulation.</strong>
* May 16th: <strong>A deposit of Arcanium in its purest form - crystalline, has been discovered in the mountains of Kortos. Talks are underway with local centaur tribes and Lord Gyr to set up outposts and a new road up the mountain - this stuff seems to fetch a pretty penny.</strong>
* May 23rd: <strong>Construction on the new outpost is proceeding at a rapid rate, and the citizens of Absalom now are able to travel up and down the Kortos Mountains in a rather futuristic railcar system! It seems to work with cables that are pulled and lowered up the slope, with engines at the top and bottom powered with strange red crystals! This amid territorial dispute by resident mythic shapeshifter Izack, although it seems he was eventually overcome...</strong>
* May 27th: <strong>The first thing to jolt Absalom out of its sleepy decade of peacetime seems to be a gang war - fought with dangerous new weapons. Nighttime in the Docks and Coins is rather unsafe as of right now, with any merchants attempting to transport Arcanium - sometimes in broad daylight - are being robbed!</strong>
* July 3rd: <strong>An airship from Alkenstar, the AFV Manawinds, has arrived in the docks of Absalom today. The Arcanamirium begins a festival called the 'Manawild Cultural Exchange', which hopes to show bits and pieces of technology from around Golarion, such as Irorium matches that involve strange things such as Steam Golems, to help make Arcanium less terrifying to the general public due to the increase of banditry and crime related to it.</strong>
* July 7th: <strong>The Arcanamirium is having a public showcase of research and development projects by graduate students and professors. The general public is invited to see the wonders developed over the past few years by Golarion's best and brightest at the finest center of learning in the known world! Attendants were asked to dress nicely.</strong>
* July 24th: <strong>What seems to be a minor earthquake starts to knock plates off of shelves and crack windows all across Absalom, as a massive spire of...iridescent...crystal? Starts to grow out of the top of the tallest mountain on the island.</strong>
* July 25th: <strong>Rimfire Munitions and Holdings has set up a store in Absalom, and they seem to be selling weapons made with this new, magical mineral. They all seem to be firearms of some sort, and a very new, volatile, and powerful variety to boot!</strong> [The Arcane Firearms and Explosives on the Forward Forevermore Doc are now available for purchase and use! You must have proficiency with advanced firearms to use them.]
== Player Involvement ==
=== The Gilded Flame ===
Members of the Gilded Flame, including [[Arthes of House Beithir|Arthes Beithir]], [[Yuri]], [[Casey]], [[Primrose]], [[Pyra]], and [[Astia Fatesh|Astia]] had their day on the town disrupted by the skirmish at the docks and went to investigate. After taking stock of the situation, they went to the aid of the sailors to fight off the pirates. After defeating the thieves, the party was rewarded a few pieces of arcanium technology including a flamethrower and a few crystals for private research.
muqqlju1fyd3an97uah9hm86h5zzg5y
Arcnights
0
588
1211
2020-05-24T07:58:49Z
EtherealVanity
39247988
Created page with "== History == Roughly 10 years ago, the Arcnights became an official resource to the Arcanamirium as a campus security with the blessing of professor Darla Velcroft, who wrote..."
1211
wikitext
text/x-wiki
== History ==
Roughly 10 years ago, the Arcnights became an official resource to the Arcanamirium as a campus security with the blessing of professor Darla Velcroft, who wrote the contract with Yīngtáo Xiáoguǐ aka. the Cherry Imp. While their primary directive is to protect the academy itself, they also investigate crime outside of the academy as long as it relates to it.
== Structure ==
The Arcnights answer to the professors of the Academy, but otherwise seem to act independently. They are lead by Yīngtáo Xiáoguǐ aka. The Cherry Imp as head of security. Her closest two officers are Adriana Matta, a female pathfinder from Aelyosos of the nation of Iblydos. Blonde, with amber eyes and a curvy complexion she is known for being on the sassy side even if she is pleasant most of the time. She also has a pet eagle called Kyros with whom she is known to be able to track down just about anyone or anything. The other officer is a bit of a mystery, known only as Mark he is not the kind to speak much. Many have remarked on his easily forgettable face but if it bothers Mark, none are the wiser. With dark hair, dark eyes and a fair complexion there is very little that stick out about him. The hierarchy beyond this point becomes far more vague, with no clear command structure for the rest of the Arcnights - though they are known to hire on independent contractors on occasion.
=== Size ===
Over the last 10 years, the Arcnights have clearly grown in size and it has become very obvious in recent years. Very recently, there has been a lot of activity at the Arcanamirium as the Arcnights have reportedly renovated their facilities. Nobody but the Arcanamirium currently knows how big the organisation actually is though and while the students whisper of secret passages leading to their facilities inside of the Arcanamirium - how credible can student rumors be?
== Gloombinders ==
Within the perpetual darkness of Shadow Absalom, the Arcnights are nicknamed something entirely different. While none have yet made a direct connection between the two, or at least proven it, there are plenty of whispers that the group of do-gooder vigilantes known as the Gloombinders are at least associated in some way with the Arcnights.
=== Agenda ===
Their agenda is not spoken outright, but their activities have become rather clear over the years. Primarily, they seem to seek out elements with the intention of threatening Absalom somehow. Renegade mages, animators and other kind of magical beings who in some way seek to crawl out of the dark depths and spread their vile influence. While it may seem the Gloombinders have been careful not to disrupt the trade as to not anger the umbral dragon Argrinyxia - the truth may rather be that they are just careful not to be seen as responsible for the trade of vile artifacts and the slave trade they do disrupt.
=== Special abilities ===
Furthermore, they are rumored to possess special abilities that make escaping them with the help of magic very difficult. Not to mention that they are especially good at dealing with creatures of the shadow plane. How exactly they do this is less known, as those the Gloombinders set their eyes on rarely live to tell the tale.
== Recent rumors ==
- The Arcnights have been seeking specialists in form of adventurers, while the criteria for what they seek is less than clear it is said that the ones they seek should at least have a basic magical understanding. While the glorified campus security of the Arcanamirium would require ''specialists ''is anybody's guess.
- There has been a large expansion to the Arcnight facilities, though the specifics are only known to the Arcanamirium itself.
- The vast sewer network under the Arcanamirium and connecting to the rest of the city has seen a lot of work and become far less traversable. They have always been known to be dangerous to travel as is as some of the failed experiments of the Arcanamirium are said to end up there - but the more bold who have gone there anyway claim the very outlay has changed.
[[Category:Organisation]]
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1213
1211
2020-05-24T08:30:39Z
EtherealVanity
39247988
1213
wikitext
text/x-wiki
== History ==
{{Infobox_character|name = Arcnight uniform|image = ArcnightUniform.jpg}}Roughly 10 years ago, the Arcnights became an official resource to the Arcanamirium as a campus security with the blessing of professor Darla Velcroft, who wrote the contract with Yīngtáo Xiáoguǐ aka. [[the Cherry Imp]]. While their primary directive is to protect the academy itself, they also investigate crime outside of the academy as long as it relates to it.
== Structure ==
The Arcnights answer to the professors of the Academy, but otherwise seem to act independently. They are lead by Yīngtáo Xiáoguǐ aka. The Cherry Imp as head of security. Her closest two officers are Adriana Matta, a female pathfinder from Aelyosos of the nation of Iblydos. Blonde, with amber eyes and a curvy complexion she is known for being on the sassy side even if she is pleasant most of the time. She also has a pet eagle called Kyros with whom she is known to be able to track down just about anyone or anything. The other officer is a bit of a mystery, known only as Mark he is not the kind to speak much. Many have remarked on his easily forgettable face but if it bothers Mark, none are the wiser. With dark hair, dark eyes and a fair complexion there is very little that stick out about him. The hierarchy beyond this point becomes far more vague, with no clear command structure for the rest of the Arcnights - though they are known to hire on independent contractors on occasion.
=== Size ===
Over the last 10 years, the Arcnights have clearly grown in size and it has become very obvious in recent years. Very recently, there has been a lot of activity at the Arcanamirium as the Arcnights have reportedly renovated their facilities. Nobody but the Arcanamirium currently knows how big the organisation actually is though and while the students whisper of secret passages leading to their facilities inside of the Arcanamirium - how credible can student rumors be?
== Gloombinders ==
Within the perpetual darkness of Shadow Absalom, the Arcnights are nicknamed something entirely different. While none have yet made a direct connection between the two, or at least proven it, there are plenty of whispers that the group of do-gooder vigilantes known as the Gloombinders are at least associated in some way with the Arcnights.
=== Agenda ===
Their agenda is not spoken outright, but their activities have become rather clear over the years. Primarily, they seem to seek out elements with the intention of threatening Absalom somehow. Renegade mages, animators and other kind of magical beings who in some way seek to crawl out of the dark depths and spread their vile influence. While it may seem the Gloombinders have been careful not to disrupt the trade as to not anger the umbral dragon Argrinyxia - the truth may rather be that they are just careful not to be seen as responsible for the trade of vile artifacts and the slave trade they do disrupt.
=== Special abilities ===
Furthermore, they are rumored to possess special abilities that make escaping them with the help of magic very difficult. Not to mention that they are especially good at dealing with creatures of the shadow plane. How exactly they do this is less known, as those the Gloombinders set their eyes on rarely live to tell the tale.
== Recent rumors ==
- The Arcnights have been seeking specialists in form of adventurers, while the criteria for what they seek is less than clear it is said that the ones they seek should at least have a basic magical understanding. While the glorified campus security of the Arcanamirium would require ''specialists ''is anybody's guess.
- There has been a large expansion to the Arcnight facilities, though the specifics are only known to the Arcanamirium itself.
- The vast sewer network under the Arcanamirium and connecting to the rest of the city has seen a lot of work and become far less traversable. They have always been known to be dangerous to travel as is as some of the failed experiments of the Arcanamirium are said to end up there - but the more bold who have gone there anyway claim the very outlay has changed.
[[Category:Organisation]]
3zex9m2wu976yk8g0q4w1aaj0xam3j2
Argent Kadingir
0
288
572
2019-06-28T09:22:52Z
Shepsstady
39961630
Started page
572
wikitext
text/x-wiki
{{Infobox_character|name = Argent Kadingir|image = Argent.jpg|imagecaption = "All it takes for Evil to prevail is for Good to do nothing."|aliases = The Demon Slayer|relatives = Deceased|affiliation = None|marital = Single|birthPlace = Dawnton, Mendev|species = Human|gender = Male|height = 6' 10"|weight = 250 lbs|eyes = Blue}}
== Appearance ==
Argent is large for a human, standing just shy of seven feet and weighing in at a hefty 250 pounds. He is almost always seen in his set of full plate armor. Made of Druchite and of exceptional quality, his armor makes him appear even more imposing.
== Personality ==
Despite his large size and intimidating appearance, Argent is a kind individual. Argent is extremely protective and loyal, going to great lengths for those he considers friends.
== History ==
pp6kveeitxghvlq3c8gh3j5tb6nfblb
584
572
2019-07-09T08:34:21Z
Shepsstady
39961630
Added sword description, changed picture
584
wikitext
text/x-wiki
{{Infobox_character|name = Argent Kadingir|image = Argent 2.jpg|imagecaption = "All it takes for Evil to prevail is for Good to do nothing."|aliases = The Demon Slayer|relatives = Deceased|affiliation = None|marital = Single|birthPlace = Dawnton, Mendev|species = Human|gender = Male|height = 6' 10"|weight = 250 lbs|eyes = Blue}}
== Appearance ==
Argent is large for a human, standing just shy of seven feet and weighing in at a hefty 250 pounds. He is almost always seen in his set of full plate armor. Made of Druchite and of exceptional quality, his armor makes him appear even more imposing.
His sword is clearly masterwork quality, and well maintained. The four and a half foot long blade is well polished, with only a single small nick at the base. The double edge is honed razor sharp, the cold iron gleaming in the light. Celestial runes are carved into the center of the blade, running from broad tip to base. The hilt is wrapped in soft black leather, bearing only slight signs of wear. The curved hand guard is similarly made of cold iron, with the forward face also being sharpened to an edge. The pommel is an expertly carved skull of what appears to be a demon, complete with fangs and two wicked horns.
== Personality ==
Despite his large size and intimidating appearance, Argent is a kind individual. Argent is extremely protective and loyal, going to great lengths for those he considers friends.
== History ==
iaz5y44p5pyugbknk1vo51pb6hd2uv9
593
584
2019-07-20T13:06:17Z
Shepsstady
39961630
/* Personality */ Appearance */ History
593
wikitext
text/x-wiki
{{Infobox_character|name = Argent Kadingir|image = Argent 2.jpg|imagecaption = "All it takes for Evil to prevail is for Good to do nothing."|aliases = The Demon Slayer|relatives = Deceased|affiliation = None|marital = Single|birthPlace = Dawnton, Mendev|species = Human|gender = Male|height = 6' 10"|weight = 250 lbs|eyes = Blue}}
== Appearance ==
Argent is large for a human, standing just shy of seven feet and weighing in at a hefty 250 pounds. He is almost always seen in his set of full plate armor. Made of Druchite and of exceptional quality, his armor makes him appear even more imposing.
Without the horned helm, it becomes clear that Argent is a young man of around twenty. His hair is an auburn color, mostly brown but with a dark red tint. Only one scar adorns his face, a trio of claw wounds running from ear to mouth. His eyes are a striking emerald color.
His sword is clearly masterwork quality, and well maintained. The four and a half foot long blade is well polished, with only a single small nick at the base. The double edge is honed razor sharp, the cold iron gleaming in the light. Celestial runes are carved into the center of the blade, running from broad tip to base. The hilt is wrapped in soft black leather, bearing only slight signs of wear. The curved hand guard is similarly made of cold iron, with the forward face also being sharpened to an edge. The pommel is an expertly carved skull of what appears to be a demon, complete with fangs and two wicked horns.
== Personality ==
Despite his large size and intimidating appearance, Argent is a kind individual. Argent is extremely protective and loyal, going to great lengths for those he considers friends. When it comes to combat, Argent is ruthless. He will stop at nothing to stop hostile action against those he considers innocent or allies. Surrender is accepted, but only for those that aren't demons, devils, or daemons.
He loves to hang out with friends, either by going to bars or otherwise just talking. Similarly he loves friendly competition. Argent especially likes competitions of martial might and prowess.
== History ==
Argent was born in Dawnton, Mendev. Dawnton is a smaller settlement, known for it's frequent through travel. He was raised almost solely by his mother, Cyrra, with the help of various crusaders who frequented the settlement. As a young child, he was told often the story of his Great-Great-Great-Grandfather, as well as the prophecy he brought with him.
''Crown of blood and sight of jewel, Fated for Abyssal duel, Son of strife and crossroads, Power and might bestowed, To save everyone, Thy death be done''
It was drilled into him, his importance, his worth. The crusaders who helped train him were dismissive of it, but there was no doubting that Argent had a talent for fighting. It took major hits to make him quit, and he was often able to give as good as he got. Some crusaders insisted that he took pleasure from the pain, others insisted he was just stubborn. Whichever one it was, Argent never let on. However, it wasn't always combat training. Argent was often put to work on books. The study of planes and religion were emphasized, anything that could help. While the town kids were playing outside, Argent was being prepared for his fate. His few forms of fun were dancing and amateur woodworking.
His first encounter with a Demon would occur at the age of 14. Dawnton came under attack by a roaming band of Quasits and Dretches. Why they arrived, no one knew. Still, it became a good opportunity for Argent to practice what he learned. He joined the crusaders in the defense of the town, battling demons for what seemed like an hour. The prolonged exertion drained Argent, and when he swung at a dretch, it missed. The momentum of the swing carried Argent forward, right into the claws of the demon. With renewed hatred, Argent slayed the foul beast. Finally the horde broke, leaving Dawnton safe.
At the age of 18, Argent was sent off into the world. For the next few years, Argent would travel around Golarion in order to expand his horizons. Eventually he arrived at a port town by the name of Absalom, and it would be there where he would reach his full potential.
lymm7c70ak5fbomas97t6oyqiwae2ea
Arthes of House Beithir
0
562
1152
2020-04-21T02:39:41Z
Pandasecret1
27144081
Created page with "<blockquote>'''''Nemo me impune lacessit'''''</blockquote>{{Infobox_character|name = Arthes Beithir|image = ArthesToken.png|affiliation = The Gilded Flame}} == Arthes Beithir..."
1152
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text/x-wiki
<blockquote>'''''Nemo me impune lacessit'''''</blockquote>{{Infobox_character|name = Arthes Beithir|image = ArthesToken.png|affiliation = The Gilded Flame}}
== Arthes Beithir ==
The latest of her house, Arthes is the proud daughter of the late Arthur Beithir. While his death was known to be an accident on a hunting trip to the public, the reality was that Arthur was killed by a foreign hunter for his draconic blood. Unable to accept this cover-up, the young Arthes picked up martial training and swore to one day avenge her father. However, she found trouble to do so - as a daughter, she was not given much in combat education or investigative deduction. Therefore, she took it upon herself to risk besmirching her family's name in order to gain this knowledge by joining the Irorium as a gladiator. As expected, her house took a blow to their prestige as a news spread of a noblewoman deigning to participate in such a lowly sport, causing her mother to distance herself from Arthes to keep face among the rest of the elites.
Despite her best efforts to keep her goal of avenging her father as top priority, Arthes soon found the life of being a successful gladiator too enthralling, and soon, she began to accumulate wealth and popularity among the lower classes which she revels in. Yet, as the years tick by, she is becoming more and more aware that she still has her original duty to fulfill, and has to accept that the occasional sore muscle and joint pain are more than just from bad sleeping habits - her age was catching up.
== House Beithir ==
House Beithir has served as a noble house for a long time and proved themselves to be stalwart protectors of the tax bureau of the city of Absalom. Descendants of draconic heritage, members of House Beithir find their nature to be quite accustomed to protect the island city's vast vaults of gold and treasure, but readily understand the need to empty the coffers in times of war or other crises. Today, their role is largely ceremonial and traditional, as the Absalom City Guard have taken over as the main protective service of most of the city's operations. Still, House Beithir continues to be a major name among the city's elite for private security solutions and wealth protection.
h02gftbrq01xch5sok1rvi87uthyope
Azeriah of the Three Rings
0
389
759
2019-11-01T19:38:32Z
Pandasecret1
27144081
Created the character page for Azeriah!
759
wikitext
text/x-wiki
== Description ==
[[File:Azeriah.png|thumb|297x297px]]
Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* Boris, a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
kl4lru5a4sznrjjy5tgdvgd9ussynse
760
759
2019-11-01T19:45:23Z
Pandasecret1
27144081
changed the character box
760
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* Boris, a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
ee7wvpki3m9fw48hmthusgnc3r036wm
761
760
2019-11-01T20:00:35Z
Pandasecret1
27144081
/* Relationships */ added link to Boris' page
761
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
1cv439onj6tmq67n8r2beu6dxgjochk
784
761
2019-11-18T23:31:59Z
Pandasecret1
27144081
/* Adventure Log */ added Tribal keep quest and Constructs in Wise Quarter quest
784
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
t6tar6a22nqlmqbdq1xiit9qs6etrgk
785
784
2019-11-18T23:37:45Z
Pandasecret1
27144081
/* Relationships */ added Shanena, Giladar, and Leon Ven.
785
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* Giladar, a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
3nug05n7irtl1uma766k7mj15ttw5rp
786
785
2019-11-18T23:38:44Z
Pandasecret1
27144081
/* Relationships */ added Giladar's wiki link
786
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* Gil, a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
q2669ebrs60z1mx2fhldniduulm8d0b
787
786
2019-11-18T23:40:55Z
Pandasecret1
27144081
/* Relationships */ added Gil wiki link
787
wikitext
text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
o3jmz5w0fj3bq26x83t5977loetqv2u
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2019-11-21T05:18:36Z
67.83.169.134
/* Relationships */ added Alistair and Allyssius
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== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'0"|weight = 188lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
hcj1ypsmw97rou4e228w5c4fklpp4q5
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2019-11-21T05:20:35Z
67.83.169.134
816
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text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = 6'1"|weight = 191lbs|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. She has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art.
== Adventure Log ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
dgiahlqcf77dvia4d5l7hofjbr8vju2
952
816
2020-02-22T05:22:32Z
Pandasecret1
27144081
added starstone trial!
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text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Blue (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced Djezeteel Prosthetic Legs crafted by her friend Allyssius. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
9dkfm2pqsj5ly2ruvv6q9um2qeuzt23
953
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2020-02-22T05:24:16Z
Pandasecret1
27144081
953
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text/x-wiki
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque woman with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced Djezeteel Prosthetic Legs crafted by her friend Allyssius. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she worships while also trying to learn more about her.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
She also tells people to call her "Ace" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
meib8vynjze8krftofznwegr5l55e63
1065
953
2020-03-10T02:48:50Z
Pandasecret1
27144081
Buncha new updates like her second mythic trial and updated her contact list
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text/x-wiki
<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced Djezeteel Prosthetic Legs crafted by her friend Allyssius. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: Echo, Saffron, Ross, Alison, Marianne, Charlie, Sanjuro, Solua, Eyres, and Izack. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
idq12opui376cxq6wwnmwvh4ap48l2s
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Pandasecret1
27144081
1066
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<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced Djezeteel Prosthetic Legs crafted by her friend Allyssius. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: Echo, Saffron, Ross, Alison, Marianne, Charlie, Sanjuro, Solua, Eyres, and Izack. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
[[Category:Characters]]
[[Category:Player Characters]]
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27144081
/* In Defense of Absalom - The Leviathan */
/* Fending off the "Machine God" of the Kortos Mountains */
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<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced Djezeteel Prosthetic Legs crafted by her friend Allyssius. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with.
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: Echo, Saffron, Ross, Alison, Marianne, Charlie, Sanjuro, Solua, Eyres, and Izack. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Fending off the "Machine God" of the Kortos Mountains ===
Joining Eyres, Stormdance, Gallows, Jak, and Neru, Azeriah responded to the threat of a self proclaimed "machine god" who had created several powerful constructs and was aiming to destroy the city with it. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. Ultimately though, the party overwhelmed the madman, and prevented Absalom from another great threat.[[Category:Characters]]
[[Category:Player Characters]]
bcpkle8wkp11u7zi4az41yrzzs45vmj
1442
1441
2020-07-01T19:28:15Z
Pandasecret1
27144081
/* Description */
1442
wikitext
text/x-wiki
<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of the [[Half-Empty Gym]].
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: Echo, Saffron, Ross, Alison, Marianne, Charlie, Sanjuro, Solua, Eyres, and Izack. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Fending off the "Machine God" of the Kortos Mountains ===
Joining Eyres, Stormdance, Gallows, Jak, and Neru, Azeriah responded to the threat of a self proclaimed "machine god" who had created several powerful constructs and was aiming to destroy the city with it. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. Ultimately though, the party overwhelmed the madman, and prevented Absalom from another great threat.[[Category:Characters]]
[[Category:Player Characters]]
gcwqjjy2m92o2yxv8d8kfng89fb8yhq
1443
1442
2020-07-01T19:28:56Z
Pandasecret1
27144081
1443
wikitext
text/x-wiki
<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Warpriest / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Hulking|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that shadows over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]].
She loves to casually show off her body, which is why she wears sleeveless tunics, physical proof of her hard work and daily exercise she subjects herself to in order to maintain and improve it.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: Echo, Saffron, Ross, Alison, Marianne, Charlie, Sanjuro, Solua, Eyres, and Izack. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Fending off the "Machine God" of the Kortos Mountains ===
Joining Eyres, Stormdance, Gallows, Jak, and Neru, Azeriah responded to the threat of a self proclaimed "machine god" who had created several powerful constructs and was aiming to destroy the city with it. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. Ultimately though, the party overwhelmed the madman, and prevented Absalom from another great threat.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''Demigoddess or not, you must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 24|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.[[Category:Characters]]
[[Category:Player Characters]]
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/* Adventure Log (A.K.A. Quests I remember and write down) */
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* Saffron, a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* Simion, a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them on a leisurely stroll through the Ascendant Court, and much later again in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.[[Category:Characters]]
[[Category:Player Characters]]
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/* Adventure Log (A.K.A. Quests I remember and write down) */
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world. She met her again in the quest of Defending Taldor from Constructs, with her apparent boyfriend, Talon.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
* [[Talon]], a human spiritualist. She met him alongside Kaldra in the quest of Defending Taldor from Constructs, and in the lunch afterwards, learned of his connection to the spiritual world.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.
=== Defending Taldor from Constructs ===
Azeriah joined up with Eyres, Neru, Kasumi, Kaldra, and Talon to go fight a large group of huge constructs that posed a critical threat to Taldor. They were teleported to the battlefield alongside some experimental Arcanimirium siege weaponry. Neru and Eyres took themselves to assault the biggest colossal construct while the others utilized the siege weapons to bombard the constructs while also setting the battlefield on fire. The big cannon turned out to instantly vaporize a mid-sized golem, and soon the threat was properly dealt with. The party decided to go get some food at a nearby restaurant while also chatting about the nature of having mythic powers.[[Category:Characters]]
[[Category:Player Characters]]
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/* [Mythic] Trouble in the Mountains - The Mad Inventor */
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world. She met her again in the quest of Defending Taldor from Constructs, with her apparent boyfriend, Talon.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
* [[Talon]], a human spiritualist. She met him alongside Kaldra in the quest of Defending Taldor from Constructs, and in the lunch afterwards, learned of his connection to the spiritual world.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== [Mythic] Eternal Eclipse - Madness and Minotaurs ==
As all hallow's eve approached the City of Secrets, the moon was projected by astronomers to eclipse the sun. However what was unexpected was that the moon then stood still, throwing the city into eternal eclipse as day turned to night. Demon worshippers and cultists took this opportunity to further their goals, but Absalom's finest were tasked to investigate and put and end to this lunacy. Azeriah once again joined by with Eyres and [[Neru Shikkari|Neru]], as well as Clawrm, [[Kaldra Labreque|Kaldra]], and Ken to investigate the various factions residing on the moon. Their first stop was at the palace of the Succubus Queen. The party largely rejected their profane gifts and temptations, causing for tense diplomatic talks even though Ken brought an offering of extremely rare Linnorm King mead, and scepters of powers were exchanged. It was ultimately discovered that the succubi suspected the Baphometian minotaurs on the moon to be conducting a ritual to boost the demon lord's power with a strong soul crystal. Unfortunately not much else was discovered at the Moon Elf royalty - the King and Queen were convinced they must ally themselves with the succubi, much to the abhorrence of Azeriah, as the elves worshipped Desna and Calistria and near planar war had been waged between deity and demon lord-kind because of prior mishaps. Instead, she notified their attendant they would like an audience with the elf royalty in order to delay their plans, themselves heading out to the Pathfinder Society Lodge set up on the moon. A rather grumpy attendant informed them of a lost Pathfinder adventuring party and sent them on a portal towards the final faction of the moon - the minotaurs. Stepping through the portal, they quite quickly found evidence of the earlier Pathfinder expedition, but Ace soon noticed a squad of minotaurs lying in wait for them. Calling down the fury of heaven, she alit them with holy fire as her allies sprung into action, Eyres throwing Neru right into the fray like a baseball while Clawrm charged in with their colossal mech. Though the horde of minotaurs did trample upon them with their heavy blades and hooves, eventually Azeriah called down a shard of heaven itself onto the cursed battlefield, expelling the demons' souls with the pure words of heaven before Eyres crushed the remaining opposition by tearing apart the very moonrock beneath them and burying them into its earthly bowels. The reflecting piece of heaven would be seen shining down to Golarion for two days to come. The remaining squad quickly capitulated, and were banished back to the Abyss as the team was able to recover the soul gem and stem the ritual.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.
=== Defending Taldor from Constructs ===
Azeriah joined up with Eyres, Neru, Kasumi, Kaldra, and Talon to go fight a large group of huge constructs that posed a critical threat to Taldor. They were teleported to the battlefield alongside some experimental Arcanimirium siege weaponry. Neru and Eyres took themselves to assault the biggest colossal construct while the others utilized the siege weapons to bombard the constructs while also setting the battlefield on fire. The big cannon turned out to instantly vaporize a mid-sized golem, and soon the threat was properly dealt with. The party decided to go get some food at a nearby restaurant while also chatting about the nature of having mythic powers.[[Category:Characters]]
[[Category:Player Characters]]
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world. She met her again in the quest of Defending Taldor from Constructs, with her apparent boyfriend, Talon.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
* [[Talon]], a human spiritualist. She met him alongside Kaldra in the quest of Defending Taldor from Constructs, and in the lunch afterwards, learned of his connection to the spiritual world.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== [Mythic] Eternal Eclipse - Madness and Minotaurs ==
As all hallow's eve approached the City of Secrets, the moon was projected by astronomers to eclipse the sun. However what was unexpected was that the moon then stood still, throwing the city into eternal eclipse as day turned to night. Demon worshippers and cultists took this opportunity to further their goals, but Absalom's finest were tasked to investigate and put and end to this lunacy. Azeriah once again joined by with Eyres and [[Neru Shikkari|Neru]], as well as Clawrm, [[Kaldra Labreque|Kaldra]], and Ken to investigate the various factions residing on the moon. Their first stop was at the palace of the Succubus Queen. The party largely rejected their profane gifts and temptations, causing for tense diplomatic talks even though Ken brought an offering of extremely rare Linnorm King mead, and scepters of powers were exchanged. It was ultimately discovered that the succubi suspected the Baphometian minotaurs on the moon to be conducting a ritual to boost the demon lord's power with a strong soul crystal. Unfortunately not much else was discovered at the Moon Elf royalty - the King and Queen were convinced they must ally themselves with the succubi, much to the abhorrence of Azeriah, as the elves worshipped Desna and Calistria and near planar war had been waged between deity and demon lord-kind because of prior mishaps. Instead, she notified their attendant they would like an audience with the elf royalty in order to delay their plans, themselves heading out to the Pathfinder Society Lodge set up on the moon. A rather grumpy attendant informed them of a lost Pathfinder adventuring party and sent them on a portal towards the final faction of the moon - the minotaurs. Stepping through the portal, they quite quickly found evidence of the earlier Pathfinder expedition, but Ace soon noticed a squad of minotaurs lying in wait for them. Calling down the fury of heaven, she alit them with holy fire as her allies sprung into action, Eyres throwing Neru right into the fray like a baseball while Clawrm charged in with their colossal mech. Though the horde of minotaurs did trample upon them with their heavy blades and hooves, eventually Azeriah called down a shard of heaven itself onto the cursed battlefield, expelling the demons' souls with the pure words of heaven before Eyres crushed the remaining opposition by tearing apart the very moonrock beneath them and burying them into its earthly bowels. The reflecting piece of heaven would be seen shining down to Golarion for two days to come. The remaining squad quickly capitulated, and were banished back to the Abyss as the team was able to recover the soul gem and stem the ritual.
== [Mythic] Eyres' Elegy - Showdown with Szuriel ==
All at once, Azeriah was alerted that Eyres had fallen to the Horseman of War, Szuriel, from an old pact that she leveraged against the berserker champion. Sparing no time to even put on her armor, she scried and teleported to him in Kelesh, where he had devastated a local city. Approaching him hidden as a pixie, she began to challenge his morality while he was enthralled in Szuriel's influence. Slowly, surely, he ripped out her sigil with the aid of Azeriah's divine magic. Though this only brought forth the Horseman of War herself. But Eyres was not one to flee even when the lien of his soul was in Szuriel's hand, and the duo began their fight against her. Too wounded though, Eyres would succumb to a viscious attack Szuriel dealt against him, though his soul resisted complete damnation to Abaddon and a small sliver persisted, raging within her greatsword. Azeriah could not survive this fight by herself, so she breached Szuriel's concentration and summoned forth the three adventurers the Horseman had captured in her domain earlier - Camilia, Alison, and Myr. Fighting together now, an epic battle ensued as daemons and archdaemon clashed with the mythic heroes of Absalom. The battlefield was sundered into a pocket dimension of Abaddon when Szuriel called forth the aid of the other horsemen, and Eyres' spark manifesting itself one last time to sunder the Horseman's sword, the ''Lamentation of the Faithless'', but ultimately the party was able to defeat Szuriel as Azeriah shielded the party from a viscous onslaught of unholy fire before Myr sent forth the finishing blast as time itself tore at her. After the conclusion, the party barely had time to recover before a strange 'angel' by the name of Mydaiel appeared to both applaud them and ask for peace, as it was revealed he was the one responsible for issuing forth the daemonic incursion in the first place. There would be serious discussions as to his fate as the party returned the Absalom...
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.
=== Defending Taldor from Constructs ===
Azeriah joined up with Eyres, Neru, Kasumi, Kaldra, and Talon to go fight a large group of huge constructs that posed a critical threat to Taldor. They were teleported to the battlefield alongside some experimental Arcanimirium siege weaponry. Neru and Eyres took themselves to assault the biggest colossal construct while the others utilized the siege weapons to bombard the constructs while also setting the battlefield on fire. The big cannon turned out to instantly vaporize a mid-sized golem, and soon the threat was properly dealt with. The party decided to go get some food at a nearby restaurant while also chatting about the nature of having mythic powers.[[Category:Characters]]
[[Category:Player Characters]]
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/* [Mythic] Eyres' Elegy - Showdown with Szuriel */
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world. She met her again in the quest of Defending Taldor from Constructs, with her apparent boyfriend, Talon.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
* [[Talon]], a human spiritualist. She met him alongside Kaldra in the quest of Defending Taldor from Constructs, and in the lunch afterwards, learned of his connection to the spiritual world.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== [Mythic] Eternal Eclipse - Madness and Minotaurs ==
As all hallow's eve approached the City of Secrets, the moon was projected by astronomers to eclipse the sun. However what was unexpected was that the moon then stood still, throwing the city into eternal eclipse as day turned to night. Demon worshippers and cultists took this opportunity to further their goals, but Absalom's finest were tasked to investigate and put and end to this lunacy. Azeriah once again joined by with Eyres and [[Neru Shikkari|Neru]], as well as Clawrm, [[Kaldra Labreque|Kaldra]], and Ken to investigate the various factions residing on the moon. Their first stop was at the palace of the Succubus Queen. The party largely rejected their profane gifts and temptations, causing for tense diplomatic talks even though Ken brought an offering of extremely rare Linnorm King mead, and scepters of powers were exchanged. It was ultimately discovered that the succubi suspected the Baphometian minotaurs on the moon to be conducting a ritual to boost the demon lord's power with a strong soul crystal. Unfortunately not much else was discovered at the Moon Elf royalty - the King and Queen were convinced they must ally themselves with the succubi, much to the abhorrence of Azeriah, as the elves worshipped Desna and Calistria and near planar war had been waged between deity and demon lord-kind because of prior mishaps. Instead, she notified their attendant they would like an audience with the elf royalty in order to delay their plans, themselves heading out to the Pathfinder Society Lodge set up on the moon. A rather grumpy attendant informed them of a lost Pathfinder adventuring party and sent them on a portal towards the final faction of the moon - the minotaurs. Stepping through the portal, they quite quickly found evidence of the earlier Pathfinder expedition, but Ace soon noticed a squad of minotaurs lying in wait for them. Calling down the fury of heaven, she alit them with holy fire as her allies sprung into action, Eyres throwing Neru right into the fray like a baseball while Clawrm charged in with their colossal mech. Though the horde of minotaurs did trample upon them with their heavy blades and hooves, eventually Azeriah called down a shard of heaven itself onto the cursed battlefield, expelling the demons' souls with the pure words of heaven before Eyres crushed the remaining opposition by tearing apart the very moonrock beneath them and burying them into its earthly bowels. The reflecting piece of heaven would be seen shining down to Golarion for two days to come. The remaining squad quickly capitulated, and were banished back to the Abyss as the team was able to recover the soul gem and stem the ritual.
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.
=== Defending Taldor from Constructs ===
Azeriah joined up with Eyres, Neru, Kasumi, Kaldra, and Talon to go fight a large group of huge constructs that posed a critical threat to Taldor. They were teleported to the battlefield alongside some experimental Arcanimirium siege weaponry. Neru and Eyres took themselves to assault the biggest colossal construct while the others utilized the siege weapons to bombard the constructs while also setting the battlefield on fire. The big cannon turned out to instantly vaporize a mid-sized golem, and soon the threat was properly dealt with. The party decided to go get some food at a nearby restaurant while also chatting about the nature of having mythic powers.
=== Eyres' Elegy - Showdown with Szuriel ===
All at once, Azeriah was alerted that Eyres had fallen to the Horseman of War, Szuriel, from an old pact that she leveraged against the berserker champion. Sparing no time to even put on her armor, she scried and teleported to him in Kelesh, where he had devastated a local city. Approaching him hidden as a pixie, she began to challenge his morality while he was enthralled in Szuriel's influence. Slowly, surely, he ripped out her sigil with the aid of Azeriah's divine magic. Though this only brought forth the Horseman of War herself. But Eyres was not one to flee even when the lien of his soul was in Szuriel's hand, and the duo began their fight against her. Too wounded though, Eyres would succumb to a viscious attack Szuriel dealt against him, though his soul resisted complete damnation to Abaddon and a small sliver persisted, raging within her greatsword. Azeriah could not survive this fight by herself, so she breached Szuriel's concentration and summoned forth the three adventurers the Horseman had captured in her domain earlier - Camilia, Alison, and Myr. Fighting together now, an epic battle ensued as daemons and archdaemon clashed with the mythic heroes of Absalom. The battlefield was sundered into a pocket dimension of Abaddon when Szuriel called forth the aid of the other horsemen, and Eyres' spark manifesting itself one last time to sunder the Horseman's sword, the ''Lamentation of the Faithless'', but ultimately the party was able to defeat Szuriel as Azeriah shielded the party from a viscous onslaught of unholy fire before Myr sent forth the finishing blast as time itself tore at her. After the conclusion, the party barely had time to recover before a strange 'angel' by the name of Mydaiel appeared to both applaud them and ask for peace, as it was revealed he was the one responsible for issuing forth the daemonic incursion in the first place. There would be serious discussions as to his fate as the party returned the Absalom...
=== Ending Meidia's Madness ===
Joining Neru and Jak, Azeriah heeded the Arcanamirium's call for aid against Meidia, the mad witch. Prior expeditions had pushed her back to an astral fog-shrouded bastion, which the trio breached into. Encountering the archwitch, the party engaged her, noting however that the witch seemed to have been enthralled by some greater divine power, which when the fight began to turn in the party's favor, began to send devil-like beings to attempt to sacrifice Meidia. The party had to both fight to take out Meidia as well as prevent the sinister force from disrupting them. Ultimately though, through their combined efforts the party was able to destroy the devil-like wraiths as well as knock out Meidia, and began the process of removing the various enchantments from the witch as they recovered, beginning their investigations into this evil case...
[[Category:Characters]]
[[Category:Player Characters]]
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/* Ending Meidia's Madness */
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<blockquote>'''"''You must always be strong and just! Come join me!"'''''</blockquote>
== Description ==
{{ATCOS_Character_Infobox|title1 = Azeriah of the Three Rings|image1 = Azeriah.png|gender = Female|race = Human (Demigoddess)|class = Cleric / Brawler|alignment = Lawful Good|deity = Falayna|age = 34|height = Towering|weight = Heavy|hair = Ginger|eyes = Light Green (right) and Hazel (left)}}Azeriah is a tall, statuesque human demigoddess with defined and brawny musculature that stands physically head and shoulders over most people. After several months of adventuring in and around the city, her physique has improved greatly - especially following her victorious Starstone Trial. There are very few things in the world she cannot out-muscle. However, also resulting from the Starstone Trial was the loss of her legs. Today, she uses advanced custom made Djezeteel Prosthetic Legs. Azeriah has shoulder-length copper/ginger hair and is often seen in a sleeveless beige tunic and simple black pants when wandering the city. On each hand, her index, middle, and ring finger all have simple steel rings on them, a reference to her obedience to the Empyreal Lord Falayna, whom she venerates and shares many ideals with. She created and is the owner of [[The Half-Empty Gym]], which has a Gate to her Demiplane, humorously named the [[Fortress of Swolitude]].
She wears simple and practical clothes and prefers sleeveless tunics, though wears a jet black suit of Armageddon Plate and a massive adamantine tower shield for combat operations.
A lot of her friends call her "Ace" or "Azzy" as she has found her name might be strange to pronounce for some. On occassion she has been referred to as the "Punch Queen" by her peers due to her unarmed fighting prowess which she utilized against several cataclysmic foes.
== Deific Portfolio ==
As a demigoddess, Azeriah grants her followers the Strength and Glory domains. A physical paragon of strength herself, Azeriah encourages her community to strive for good physical health as it is a conduit for good mental health as well. She also exemplifies the aspect of Glory through her numerous heroic and legendary acts.
== Personality ==
Friendly and energetic, Azeriah loves to meet new people and explore the great city of Absalom and doesn't mind getting dirty or scuffed if it means she's found another unique secret or experience.
She enjoys sunbathing on rooftops, making cinnamon rolls with raisins, and working out, which is what she spends most of her day doing.
== Background ==
Azeriah doesn't really know her own childhood, or who even her parents are for that matter, as she was kidnapped by a cabal of Fey when she was a young child. Daughter of a woodsman and seamstress, she lived four winters with her blood parents before being abducted by a satyr. Still too young to comprehend much of what happened, she spent her childhood running among groves of lush trees, gurgling brooks, and gamboling around dryads and nymphs, though she did not know their nature or names. She was tolerated and even loved by the fey, who saw her young innocence as much more amicable than the ravages of industrialized mankind. Raised alongside the strange whimsical creatures, she adopted a happy-go-lucky personality, looking to see the best in anything and anyone, though she also took on the wrathful side of the darker fey, being able to become a creature of scorn and hate until she was calmed down again by the fairer creatures. As she developed as a woman, she became more tempered though her happy personality still dominates her mood. The fey knew they could not keep her hidden away forever in the wilds, so they began to drop her off at various villages and towns near forests, always keeping a close on her but letting Azeriah experience life with civilization for a few days, then weeks, and even months at a time. Through her exposure to the many peoples and lore she heard about, she found particular interest in the Empyreal Lord Falayna - an avatar of good, of femininity, but also of martial training. Having been blessed with a natural disposition to exercise and athletics, and having walked alongside the natural personifications of femininity such as the natural dryads and various nymphs, she welcomed this new religion, though it was still mostly a mystery to her. It wasn't until her 23rd birthday when she finally tired of her strange nomadic life and pleaded with her adoptive father, a satyr, to let her venture forth in the world by herself. Knowing that this day would eventually have come, she was granted her freedom, alongside a small blessing of the wild - minor magics to remind her of her roots. With an optimistic bounce in her step she traveled between cities until arriving at the gates of Absalom, where she thought to make a name for herself like the many heroes' tales she read, and delve deeper into the mysteries of Falayna.
== Relationships ==
* Roland, a Tiefling rage warrior. She met Roland on her first day at the city in the Eastgate district. She seems to trust him as a fellow warrior, but has grown more distrustful of him after he caused her to fall into trouble from his past in the Drugs and Dungeons quest.
* [[Boris Karalov|Boris]], a Human Asmodean barrister. She met Boris alongside Roland on her first day at the Eastgate district. She has an innate disliking of Boris due to his affiliation with the Demon Prince Asmodeus, but begrudgingly respects him due to his help during the Obsidian and Greenskins quest.
* Bold, a Half-Elf skald. She met him during a morning run through the Petal district. She was enamored by his singing and juggling, and after a small discussion on the arts, joined him for a dance in the streets. She meets him every morning in the Petal district as part of her morning jog exercise routine.
* Peter, a Human swashbuckler. She met him on a different day when catching up to Roland, and found him to be a chipper fellow despite a sad past. She also enjoyed a fun night at a tavern with him, Echo, Julie, and Gil.
* Echo, a Catfolk punk. She met her in a tavern, learned about her punk ways, and danced alongside her. This eventually evolved into a stronger friendship, and these days Azeriah can be spotted hanging out at Echo's nightclub, the Gate, both as a patron and as the occasional bouncer. Following the Defense of Absalom and both having been on death's door, Echo had left behind a farewell letter in the case of her death. However, the catfolk survived, and proposed to Azeriah on the spot. The paragon of strength accepted heartily and the pair had their wedding sometime later.
* Izack, a kitsune shapeshifter. She met him early in her travels, and found they shared an enthusiasm for harmless pranks and lifting heavy weights.
* Julie, an arm-less Human kineticist. She met her in a tavern, learned about her life without arms, and was surprised at her manifestation of magical arms, and danced the night alongside her.
* [[Gil]], a Human gladiator. She met him in a tavern, learned about his glory-seeking ways, butted heads about the purpose of life, and danced the night alongside him.
* Camari, a Human monk. She met her while doing her morning exercises, learned about their similar views on athletics and religion, and spent an afternoon in a bath house relaxing after a hard run.
* Meredith, a Human noble. She met her while jogging through the Petal district, and exchanged views on the application of violence for the greater good, and other insightful topics.
* Shanena, an arcanist with great buffs. She met her while matched up in the Irorium, and also in the Clearing the Tribal Keep quest. Azeriah enjoys it when Shanena grants her spells which boosts her strength or size.
* [[Giladar Synclaide|Giladar]], a mage with powerful spells. She met her while matched up in the Irorium alongside Shanena, and also in the Clearing the Tribal Keep quest. Known to be able to create fantastic fireball combos.
* Leon Ven, a tank with strong constitution. She met him in the Destroying the Constructs of the Wise Quarter quest, where she respected his ability to interpose himself to protect his allies.
* Alistair, a human shifter and worshipper of Shelyn. She met him in his museum in the Ivy district and exchanged insights on art. Hopes to be able to share her tattoo inking skills with him, and had brisket lunch together.
* Allyssius, an elf alchemist. She met him in Alistair's museum, found out about her dedication to the elven deity Findeladlara and also exchanged insights on art. Through their meetings, they developed a respectful friendship which eventually led to Allyssius granting her expertise to build Azeriah her Djezeteel Prosthetic Legs when the brawler lost them in her Starstone Trial.
* Ross Silvercrest, a human magus. She met him after he survived a foray into hell, and enjoyed a shared lunch alongside Wendy, Sam, and Ellisward where Azeriah learned that Ross was unforgiving to the gods due to his traumatic past. Azeriah was able to drive the conversation to a more pleasant one and lightened it up with some Fey magic, as well as discreetly revealing her demigoddess status after she convinced him to concede that not all gods can't be forgiven.
* Arya, another human brawler and follower of Falayna. She met this upbeat sandy-haired striker casually and invited her to her gym, to which Arya enthusiastically agreed to be a member of under Azeriah's guidance.
* Solua, an aasimar zealot. She met her after both became Ascendants, offering her wisdom to the discordant champion regarding her soul-dealing and relationship troubles with Eyres.
* Eyres, an aasimar bloodrager. She met him after he had a falling out with Solua, at an all-time emotional low. She offered her wisdom and helped cheer him up, and even sparred with him, barely managing to knock him out after taking a massive blow from him first.
* [[Saffron Fontaine|Saffron]], a tiefling skald. She met her during the Defense of Absalom against the Leviathan, and provided the heroes inspiring songs and vigor to become victorious. Afterwards, Saffron helped drag the unconscious Azeriah from the sea onto the Docks.
* Miria, a human fighter. She met her after getting dragged ashore by Saffron, and helped save drowning souls. Afterwards, they chatted about the nature of a hero's duty in the city.
* [[Simion Ungur|Simion]], a human cleric. She met him as he too helped drag Azeriah from the water and to dry land, and they shared views on religion, where she found out that Simion worshiped an Outer God.
* Morgan, a human alchemist. She met him while recovering from nearly drowning, and was given a heatstone and whiskey to stay warm while conversing with him about his life experiences.
* [[Charlie Winchester|Charlie]], a human paladin. She met him at her gym, when Charlie was seeking advice while being self-critical of his performance in the battle against the Leviathan. Azeriah shared some advice on how an adventurer of such high caliber could manage their expectations, and even sparred with him for a bit before taking him on as a student in her gym.
* Marianne, a human striker. She met her at her gym, after an unfortunate encounter at the gates of the Half-Empty Gym with a Razmiran emissary. Marianne shared insights with Azeriah regarding their roles as adventurer-heroes. Marianne is married to [[Charlie Winchester|Charlie]].
* [[Wyran]] and Korbinax, the aasimar and wyvern duo. She first met them in the quest of Freeing the Solar from the Archwizard. She respects his dedication to aid good, and finds him an overall respectable adventurer.
* Camilia, an aasimar harbinger bloodrager. She first met her in the quest of Freeing the Solar from the Archwizard, where they worked together to leash and break the evil wizards in tandem.
* [[Kaldra Labreque|Kaldra]], a kitsune follower of the fey. She met her in the quest of Freeing the Solar from the Archwizard, and impressed Azeriah with her combat prowess as well as intrigue about the Fey world. She met her again in the quest of Defending Taldor from Constructs, with her apparent boyfriend, Talon.
* Orthello, an elderly wizard who has the powers to combine sudden brawn with powerful magic. She first met him at the Half-Empty Gym, where she was excited to have a venerable member join the gym. She then later met him again in the quest of Freeing the Solar from the Archwizard, where she was pleasantly surprised to see him transform from old man to sudden physical powerhouse, as well as his proficient use of magic to trap and crush their evil foes.
* [[Neru Shikkari|Neru]], a feisty though cute tiefling. She met her in the quest of Freeing the Solar from the Archwizard, and surprised Azeriah with her ferocity and martial prowess, having dragged not only the massive solar, but many of the evil wizards with ease around the battlefield.
* Menahem, a polite Dusk elf shapeshifter. She met them on a rainy day in the Ascendant Court, where they shared some nice tea while talking about their backgrounds with each other. Azeriah offered Menahem to stay at the Gym despite Menahem's apprehensions about their "scary" appearance.
* Torgh, a rough though chummy skinwalker striker. She met him in the Market District while watching a boring comedy play. They exchanged some insights on aspects of civilized life, critisizing (some) deities, and being strong, before heading to the Gate for some drinks and food.
* [[Kasumi Brightfang AKA Wolf|Kasumi]], a kitsune rogue. She met her in the quest of Defending Taldor from Constructs, and the ensuing lunch break afterwards.
* [[Talon]], a human spiritualist. She met him alongside Kaldra in the quest of Defending Taldor from Constructs, and in the lunch afterwards, learned of his connection to the spiritual world.
== [Mythic] The Starstone Trial - Chemnosit Rampage ==
The stars shone brightly over the City of Absalom, and the Starstone Cathedral was aglow with mystical light, challenging all those who would dare to try their worth. One such person who accepted the challenge is Azeriah. Flying into the Cathedral, she prepared herself before descending into the stairwell going down, only to find a door covered in ivies that invited her to open it. Beyond, a world that looked like her childhood home; a lush forest brimming with life. Traveling onwards, she encountered her trial 'proctors': Two fey wolves who tested her resolve and her beliefs. Azeriah seeked to protect the nature she called her home and love, and to fight against those who would seek destruction and bearers of terrible evil. As she gave those last few words, the earth was torn asunder as a terrible beast rose from the ground:<blockquote>"The dread burrower Chemnosit is an engine of destruction, able to devour the stoutest construction and the mightiest of mortals with ease. His power lies in the profane glamour of his glowing eye, inspiring a gruesome urge to devour—a hunger for the flesh of one’s own kind." - Pathfinder Campaign Setting: Inner Sea Bestiary</blockquote>The lush world fell apart in the Monarch Worm's wake, but despite its terrible aura, Azeriah had to act. Running aside two of its minions, strange enlarged beetles that aimed to hamper her movement, she narrowly dodged its powerful eye of destruction as it lanced a path of death into the forest. She lured it to the river and made use of a decoy by sacrificing her equipment before felling a tree on top of it so she could jump at at its head. Slamming her tower shield into the monster's maw, she forced it to gravely wound itself - but was also caught up in its millions of teeth. As her legs were ripped from her body, she used her last energies to break the Chemnosit's destructive eye with her arms and headbutt. With its destruction came the death throes of the evil spawn, thrashing itself apart in the river. Azeriah herself nearly passed away from blood loss if she were not graced by her patron deity Falayna. Pronounced her champion, Azeriah was reinvigorated with her first step as a demigoddess as the world returned to her, and exited the Starstone Cathedral proudly - she had passed the Trial.
== [Mythic] In Defense of Absalom - The Leviathan ==
The moon was blotted from the night sky as a terrible beast sundered the Flotsam Graveyard with just its presence, causing a tsunami to destroy the entire the district, and severly damaging the Docks as well. Many adventurers heeded the call for help, including Azeriah. The Leviathan was an awesome beast of destruction, a new Spawn of Rovagug. Twelve adventurers of all renown arrived including: [[Echo]], [[Saffron Fontaine|Saffron]], [[Ross]], [[Angel Lake|Alison]], [[Marianne]], [[Charlie Winchester|Charlie]], [[Sanjuro]], [[Solua]], [[Eyres]], and [[Izack]]. The Leviathan heaved them all away into the piers for a direct confrontation. Despite its deadly attacks, the heroes preserved hope. Slowly, they destroyed its dreadful tentacles before charging in for the kill - bolstered by her allies' support, Azeriah leaped right into the Leviathan's many eyes and crushed into its skull before the finishing blow was landed by Eyres. She lost consciousness but for her deeds, her soul rose one step closer to divinity.
== [Global Server Event] In Defense of Absalom - Rovagug ==
As the cult led forces of Cheliax descended on the city of Absalom, its many people stood to defend the city with all they could. To the end, the Worldbreaker itself, Rovagug, arrived, barreling down the Kortos Mountains towards the city. A great host of hero-adventurers went to face the Rough Beast, including Azeriah. The evil god was extremely powerful and deadly, and Azeriah herself nearly fell after she attempted to go directly for the beast instead of its lethal tentacles first. Through a combination of many giving their all however, Rovagug was finally slain, and a decade of peace would settle over Avistan afterwards.
== [Mythic] Trouble in the Mountains - The Mad Inventor ==
After a decade of peace in Absalom, a powerful inventor went mad, so far removed from his weaker peers, he secluded himself to the mountains and began constructing powerful constructs to invade the city as a final way to recoup his glory days of great combat. As part of a team sent to deal with this threat, Azeriah joined up with Eyres, [[Gallows]], [[Neru Shikkari|Neru]], [[Stormdance]], and [[Jak]]. They discovered a portal to the "Machine god" as he called himself's demiplane, and upon entering were greeted by the Mad Inventor who promptly ordered his constructs to attack the adventurers. In a showdown in the madman's demiplane, the party took down the mechanical menaces one by one, including a deadly rift to the void which was created in the battle. The rift was stabilized in time by Azeriah's planar magic before the group was able to finally take down the Mad Inventor, and keep Absalom safe from his plans.
== [Mythic] Eternal Eclipse - Madness and Minotaurs ==
As all hallow's eve approached the City of Secrets, the moon was projected by astronomers to eclipse the sun. However what was unexpected was that the moon then stood still, throwing the city into eternal eclipse as day turned to night. Demon worshippers and cultists took this opportunity to further their goals, but Absalom's finest were tasked to investigate and put and end to this lunacy. Azeriah once again joined by with Eyres and [[Neru Shikkari|Neru]], as well as Clawrm, [[Kaldra Labreque|Kaldra]], and Ken to investigate the various factions residing on the moon. Their first stop was at the palace of the Succubus Queen. The party largely rejected their profane gifts and temptations, causing for tense diplomatic talks even though Ken brought an offering of extremely rare Linnorm King mead, and scepters of powers were exchanged. It was ultimately discovered that the succubi suspected the Baphometian minotaurs on the moon to be conducting a ritual to boost the demon lord's power with a strong soul crystal. Unfortunately not much else was discovered at the Moon Elf royalty - the King and Queen were convinced they must ally themselves with the succubi, much to the abhorrence of Azeriah, as the elves worshipped Desna and Calistria and near planar war had been waged between deity and demon lord-kind because of prior mishaps. Instead, she notified their attendant they would like an audience with the elf royalty in order to delay their plans, themselves heading out to the Pathfinder Society Lodge set up on the moon. A rather grumpy attendant informed them of a lost Pathfinder adventuring party and sent them on a portal towards the final faction of the moon - the minotaurs. Stepping through the portal, they quite quickly found evidence of the earlier Pathfinder expedition, but Ace soon noticed a squad of minotaurs lying in wait for them. Calling down the fury of heaven, she alit them with holy fire as her allies sprung into action, Eyres throwing Neru right into the fray like a baseball while Clawrm charged in with their colossal mech. Though the horde of minotaurs did trample upon them with their heavy blades and hooves, eventually Azeriah called down a shard of heaven itself onto the cursed battlefield, expelling the demons' souls with the pure words of heaven before Eyres crushed the remaining opposition by tearing apart the very moonrock beneath them and burying them into its earthly bowels. The reflecting piece of heaven would be seen shining down to Golarion for two days to come. The remaining squad quickly capitulated, and were banished back to the Abyss as the team was able to recover the soul gem and stem the ritual.
== [Mythic] Eyres' Elegy - Showdown with Szuriel ==
All at once, Azeriah was alerted that Eyres had fallen to the Horseman of War, Szuriel, from an old pact that she leveraged against the berserker champion. Sparing no time to even put on her armor, she scried and teleported to him in Kelesh, where he had devastated a local city. Approaching him hidden as a pixie, she began to challenge his morality while he was enthralled in Szuriel's influence. Slowly, surely, he ripped out her sigil with the aid of Azeriah's divine magic. Though this only brought forth the Horseman of War herself. But Eyres was not one to flee even when the lien of his soul was in Szuriel's hand, and the duo began their fight against her. Too wounded though, Eyres would succumb to a viscious attack Szuriel dealt against him, though his soul resisted complete damnation to Abaddon and a small sliver persisted, raging within her greatsword. Azeriah could not survive this fight by herself, so she breached Szuriel's concentration and summoned forth the three adventurers the Horseman had captured in her domain earlier - Camilia, Alison, and Myr. Fighting together now, an epic battle ensued as daemons and archdaemon clashed with the mythic heroes of Absalom. The battlefield was sundered into a pocket dimension of Abaddon when Szuriel called forth the aid of the other horsemen, and Eyres' spark manifesting itself one last time to sunder the Horseman's sword, the ''Lamentation of the Faithless'', but ultimately the party was able to defeat Szuriel as Azeriah shielded the party from a viscous onslaught of unholy fire before Myr sent forth the finishing blast as time itself tore at her. After the conclusion, the party barely had time to recover before a strange 'angel' by the name of Mydaiel appeared to both applaud them and ask for peace, as it was revealed he was the one responsible for issuing forth the daemonic incursion in the first place. There would be serious discussions as to his fate as the party returned the Absalom...
== [Mythic] Ending Meidia's Madness ==
Joining Neru and Jak, Azeriah heeded the Arcanamirium's call for aid against Meidia, the mad witch. Prior expeditions had pushed her back to an astral fog-shrouded bastion, which the trio breached into. Encountering the archwitch, the party engaged her, noting however that the witch seemed to have been enthralled by some greater divine power, which when the fight began to turn in the party's favor, began to send devil-like beings to attempt to sacrifice Meidia. The party had to both fight to take out Meidia as well as prevent the sinister force from disrupting them. Ultimately though, through their combined efforts the party was able to destroy the devil-like wraiths as well as knock out Meidia, and began the process of removing the various enchantments from the witch as they recovered, beginning their investigations into this evil case...
== Adventure Log (A.K.A. Quests I remember and write down) ==
=== Obsidian and Greenskins ===
Azeriah joined up with Roland and Boris to investigate a dungeon infested with goblins. Going down into a tunnel lit up with an orange glow, they found a group of goblins worshiping a strange obsidian creature. The party initiated combat, with Azeriah shooting a crossbow bolt through the head of a goblin before charging in with melee combat alongside her teammates. The fight proved together than she though, and she was knocked unconscious - luckily her teammates were able to defeat the goblins and the obsidian creature and pull Azeriah to safety, and the brawler recovered safely.
=== Drugs and Dungeons ===
Azeriah joined up with Roland for a drink in the Coins district to celebrate their victory of the goblins, and were offered a free drink on the house by the bartender. Neither of them noticed anything wrong and went ahead with the offer, and fell unconscious to the drug within the beers. Waking up, they found themselves in an underground fighting ring, where the duo were forced to fight several waves of undead creatures. Luckily by then Azeriah had grown accustomed to her fighting style and heavy armor and was able to overrun several skeletons and grind them to dust with Roland. They managed to fight their way to freedom, where it was then revealed that the whole operation was done by an organization which Roland had encountered and opposed before. Azeriah was dragged in because she was thought to be Roland's "girl" and within reason, got quite upset at Roland for bringing something dangerous which she had no relation to into her life. During the fight she was afflicted by a mysterious poison, with no symptoms and unknown effects...
=== Clearing the Tribal Keep ===
Azeriah joined up with Shanena, Giladar, and Sarah to clear a keep outside the city, as it had been recently captured by a group of tribal humanoids troubling the city. Shanena supplied everyone with powerful arcanist magics that greatly boosted their combat effectiveness. Approaching the keep, they were set upon by a group of centaurs and harpies. Sarah ripped into the frontline of centaurs while Azeriah cleaned up, overruning multiple centaurs at once, though she did come close to almost falling off a ledge. The harpies and centaurs were further crippled with Giladar's magic spells. They managed to subdue a centaur and gained information as to how to infiltrate the keep, taking down multiple orcs and kobolds along the way - one group of four kobolds was trampled by Azeriah and slaughtered by Sarah, and another room of orcs was incinerated by a barrage of fireballs from Giladar. The rest of the keep was cleared in this fashion, and Azeriah was able to equip herself with some better armor from the loot they acquired.
=== Destroying the Constructs of the Wise Quarter ===
Azeriah joined up with Roland and Leon Ven to defeat three constructs that went haywire in the workshop of a mage's quarters. Azeriah utilized a lot of her buffing spells here for both herself and her allies, and the three charged in to fight one large and two medium sized constructs - which were armed with both slam attacks and also wielded shotguns. The fight was arduous, though Leon was able to take hits for his allies so that they could leverage their fighting expertise more effectively - Azeriah overruning before being grappled and brawling her way free, and Roland using his hellfire and claws to take on the wooden construct. Though bloodied and battered, the trio managed to defeat the constructs. Azeriah looted a large adamantine slab used by the construct, which she has purposed to use as a large adamantine tower shield.
=== Freeing the Solar from the Archwizard ===
Azeriah joined up with Camilia, Kaldra, Wyran & Korbinax, Orthello, and Neru to fight and free a Solar angel held captive under many evil enchantments and curses by a cabal of wizards (or one with many clones). While Kaldra snuck in and disabled the first wizard, Neru jumped in to drag the Solar towards the party. Here, they were able to weaken it before Wyran and Azeriah were able to cast their liberating spells on it as Camilia paralyzed it to keep the corrupted heavenly agent from resisting. In the meantime, the wizards arose from their hiding positions but Orthello managed to trap some of them into a roving pit while the rest were quick to gang up on the slow-moving wizards, dispatching them one-by-one, be it through breaking their backs, shanking them to death, or otherwise gruesome though justified acts of violence. Despite the wizards putting up a few spells of decent caliber, they were ultimately run over as Neru threw the last of them into the pit, and Orthello sealed the deal by dropping a massive cube of earth onto them, turning the wizards to paste, and ending their acts of terror.
=== Defending Taldor from Constructs ===
Azeriah joined up with Eyres, Neru, Kasumi, Kaldra, and Talon to go fight a large group of huge constructs that posed a critical threat to Taldor. They were teleported to the battlefield alongside some experimental Arcanimirium siege weaponry. Neru and Eyres took themselves to assault the biggest colossal construct while the others utilized the siege weapons to bombard the constructs while also setting the battlefield on fire. The big cannon turned out to instantly vaporize a mid-sized golem, and soon the threat was properly dealt with. The party decided to go get some food at a nearby restaurant while also chatting about the nature of having mythic powers.
<br />
[[Category:Characters]]
[[Category:Player Characters]]
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<nowiki>{{infobox character
| name = Baron Bacchus
| image =
| imagecaption =
| playedby = Hades
| alignment = Lawful Neutral
| birthDate = NaN
| race = Hellspawn
| gender = Male
| height = ~ 7'5"
| weight = Of a Drafthorse
| eyes = Yellow
}}</nowiki>
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Lawful Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==<nowiki/>==
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However, there comes a time when a Baron will flee Hell and pursue their own goals.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However, there comes a time when a Baron of Hell will flee Hell and pursue their own goals.
== The Rebirth of Bacchus ==
Barron Bacchus was one such Baron of Hell, choosing to break away from the contract with his father and escape to the material plane.
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise and Dalia of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori and Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Material Plane, knowing he would never see his childe or wife ever again.
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Gettin' more SHIT DONE. Takin' a short break
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise and Dalia of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori and Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Material Plane, knowing he would never see his childe or wife ever again.
== Bacchus and The Material Plane ==
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MORE LORE
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise and Dalia of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori and Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, but the passage of time is known to be warped within Baphomet's Labyrinth. At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus and Haniel ==
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Saving some DEEP LORE. A LOT OF LORE
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise and Dalia of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori and Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== Bacchus And Absalom ==
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FINISHED. I THINK
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise And Dalia Of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori And Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== Bacchus And Absalom ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. Like Jaci The Moonlight Escort, Dala the Cat Robot and Elwen The Filthy Magician. He's also made a few enemies, like the majority of barkeeps and The Green Mother.
== Appearance ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== Personality ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise And Dalia Of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori And Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== Bacchus And Absalom ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. Like Jaci The Moonlight Escort, Dala the Cat Robot and Elwen The Filthy Magician. He's also made a few enemies, like the majority of barkeeps and The Green Mother.
== Appearance ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== Personality ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
[[Category:Characters]]
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/* The Birth Of A Baron */
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{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise And Dalia Of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori And Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== Bacchus And Absalom ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. Like Jaci The Moonlight Escort, Dala the Cat Robot and Elwen The Filthy Magician. He's also made a few enemies, like the majority of barkeeps and The Green Mother.
== Appearance ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== Personality ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
[[Category:Characters]]
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== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise And Dalia Of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori And Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== '''Story So Far''' ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. He's also made a few enemies.
== '''Appearance''' ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== '''Personality''' ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
== '''Friends''' ==
Jaci The Moonlight Escort
Dala the Cat Robot
Elwen The Filthy Magician
== '''Enemies''' ==
The Green Mother
Most Barkeeps[[Category:Characters]]
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== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
==The Birth Of A Baron<nowiki/>==
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
== Grigori The Wise And Dalia Of Milani ==
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
== Grigori And Bacchus ==
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
== Bacchus And The Ivory Labyrinth ==
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
== Bacchus And Heaven ==
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
== Bacchus and The Material Plane ==
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== '''Story So Far''' ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. He's also made a few enemies.
== '''Appearance''' ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== '''Personality''' ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
== '''Friends''' ==
* Jaci The Moonlight Escort
* Dala the Cat Robot
* Elwen The Filthy Magician
== '''Enemies''' ==
* The Green Mother
* Most Barkeeps[[Category:Characters]]
__NOTOC__
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text/x-wiki
== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
=== The Birth Of A Baron<nowiki/> ===
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birthe a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and childe by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and wartorn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birthe, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
=== Grigori The Wise And Dalia Of Milani ===
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshipper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for childe. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
=== Grigori And Bacchus ===
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his childe, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his childe. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his childe or wife ever again.
=== Bacchus And The Ivory Labyrinth ===
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
=== Bacchus And Heaven ===
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
=== Bacchus and The Material Plane ===
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== '''Story So Far''' ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. He's also made a few enemies.
== '''Appearance''' ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== '''Personality''' ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
== '''Friends''' ==
* Jaci The Moonlight Escort
* Dala the Cat Robot
* Elwen The Filthy Magician
== '''Enemies''' ==
* The Green Mother
* Most Barkeeps[[Category:Characters]]
__NOTOC__
i5eek120vbxq7qwek2j3udtlk4ey2ys
185
148
2018-09-24T22:43:26Z
RunelordHades
35605102
Corrections
185
wikitext
text/x-wiki
== '''Backstory''' ==
{{ATCOS_Character_Infobox|title1 = Baron Bacchus|image1 = Iron bull by theminttu-d7xsmmy.jpg|caption1 = The Baron of Hell|gender = Male|race = Hellspawn|class = Barrom Brawler|alignment = Chaotic Neutral|deity = NaN|age = Unknown|height = ~7'5"|weight = Of A Drafthorse|hair = Black|eyes = Yellow}}
=== The Birth Of A Baron<nowiki/> ===
Baron Bacchus, given his name, was born a Baron of Hell.
The Barons of Hell are a subrace of Hellspawn born from a ritual and contract born from the unholy union of a Devil and a female warrior, typically a barbarian, who follows the god Gorum. The reason female warriors search out this union is to birth a warrior stronger than themselves into the world, though only one has lived through the process.
Though the majority of the contract's terms are unknown to those who haven't went through the process, the ritual involves the mother sacrificing their wed and child by beating them to death with a chunk of iron ore atop of a fresh battlefield and copulate with a devil. The devil that is formed from the ritual is said to be a descendant of the malebranche Alichino, bound in blood by the bet once made with the Great Hero Strada.
The birth process of a Baron Of Hell is a bloody and war-torn one. As a part in the contract states, the warrior must go on a pilgrimage into Hell with not but a weapon and clothes and survive a grueling 12-month pregnancy. Over time, the tiefling developing in the womb of the warrior will feed upon the blood, fury and power surrounding it.
Upon the last day of the 12 month pregnancy, the mother's soul and essence will blend and fuse with the devilish energies coming from the devil's seed, causing the mother and child to fuse and become a fully grown Baron of Hell.
The Barons are some of the strongest in the armies of the damned, but they are also the most uncontrollable. Often chaotic in nature, these beasts of devils have more in common with their demon or daemon brethren sans a few details.
The typical physical features of a Baron of Hell includes their immense size, unnatural weight, huge bovine-esque horns, ashen gray skin that acts as a thin layer over bone-like scales and over-sized limbs. They tend to adopt a lot of minor physical features of their mothers; things like hair color, scars, loss of limbs, etc.
Unlike other Hellspawn, Barons of Hell hold less of a connection to innate outsider magic and more to the physical resistances and tend to linger more towards brutality over cunning. Often times Barons of Hell will adopt their mother's class, otherwise they tend to lean more towards being a berserker or fighter.
By birth, these creatures are under contract to their patron Devils, the ones who sewn their seed in the first place and hold little to no free will. However their chaotic and uncontrollable nature allows Barons to break the shackles of this unholy contract through pure strength alone, at the cost. Often times Barons continue to serve their masters to sate their endless need of war and bloodshed. However there is a rare chance that a Baron of Hell will flee Hell and pursue their own goals.
=== Grigori The Wise And Dalia Of Milani ===
Barron Bacchus was one such Baron of Hell and was the child of Grigori Redna'xela and Dalia Na'Ia.
Grigori was also a Baron of Hell, born from one of Alichino's direct offspring. While an odd birth as his mother had been a swashbuckler and worshiper of both Cayden Cailean and Gorum, he was given the title of Grigori The Wise by his father and Commander. Grigori adopted a lot more from his mother than most of his kind did theirs, including her nurturing personality, cunning and desire for child. So, without permission he had a bastard child with his lover Dalia Na'ia, who was a Half-Orc Barbarian.
Dalia Na'ia was a devout to both Gorum and Milani, believing both in the honor and right of combat and true freedom. Not much is known about Dalia other than she had burned down an entire stronghold over the death of her firstborn, given he was next in line to rule and that she single-handedly defeated Grigori The Wise in one on one combat.
Not much is known about the relationship between Grigori or Dalia; maybe Grigori had made a bet with Dalia, similar to how Alichino did with the Great Hero Strada, maybe Grigori fell in love with Dalia on the battlefield.
No matter how they met, the two eventually copulated and had a bastard child. However, Dalia gave birth to a Baron of Hell despite the lack of ritual and year pilgrimage. So on the final day of the 12th month of her pregnancy an involuntary contract was created and Bacchus was born.
=== Grigori And Bacchus ===
Grigori fell into a deep spiral of despair immediately after Bacchus was born, so deep that he entranced Bacchus using the bastard's contract and sent him off to the armies of hell for centuries upon centuries to fight and train in a state of semi-consciousness. But eventually, like many Barons of Hell before Bacchus, he resisted, but never broke out of his contract's hold of him and instead went after his father.
Bacchus came down upon Grigori's war party during their travels, using his father's own guerrilla tactics and his mother's ferocity to cut down his brethren by the tens. Bacchus defeated his father on the battlefield by using the horns of another Baron of Hell as an improvised war-pick, stabbing it into Grigori's skull and breaking one of Grigori's own horns off.
Grigori could not bring harm to what was once his beloved Dalia and was now his child, so he calmed Bacchus down, promising him the answers he yearned for. For the next few hundred years, Grigori taught Bacchus everything he knew. Everything about the gods, everything about Grigori's mother, but never spoke of Dalia. He taught Bacchus how to read, how to write, raised him as his son, not as a Baron of Hell. If you've read this, PM me and send me the numbers 4 and 2.
Eventually, Bacchus began to try and contact the god Milani, as he knew that only Milani would give him the answers he sought. Bacchus became so devout to Milani that he planned to even overthrow and free all of the other Barons of Hell from the "Hell" he had went through for hundreds of years, not knowing the damage that it would cause to both Hell and the Material Plane.
Before this could happen, Grigori confronted Bacchus as he knew of the disaster that would ensue and the probable death of both his wife and his child. Standing firm in his beliefs, Bacchus went to fight his father once again but Grigori reinforced and thus forced Bacchus to break the contract between him and his father. The cost for breaking the bastard's contract was Bacchus's memories of Grigori, which included his ability to read and his knowledge of the gods. However, a bastard's contract was not entirely true, instead fragmenting Bacchus's memories.
Grigori then banished an unconscious Bacchus to the Abyss, knowing he would never see his child or wife ever again.
=== Bacchus And The Ivory Labyrinth ===
Born anew with naught but his natural talents and fragmented memories of his torture and gods, Bacchus awoke in the Abyss. Trapped in an endless void filled with demons and no exit in sight, Bacchus fought hard for what seemed like an eternity; each battle slowly sapping his strength.
Through the pain he became a force to be reckoned with, finding that blades of iron and steel will always dull and hammers will always shatter he depended on his bare hands, tearing demons to shreds. Eventually his continuous ruin brought upon the attention of the Demon Lord of The Labyrinth, Baphomet offering not his destruction, but a game.
''"If you can survive my maze, I will grant you not only the power to escape this place but the power to walk the planes."''
Bacchus, with no other means of escape, agreed to the Demon Lord's bet and was dropped into the Ivory Labyrinth. There he wandered for what seemed like a hundred years, striking down Minotaurs and surviving on brute strength and fortitude alone. But the passage of time is known to be warped within Baphomet's Labyrinth.
At the end he found the Vilsteth, sitting atop a throne made of gold and gems and behind it was the exit. His final challenge.
The Baron of Hell tried his best to destroy the beast through raw strength, but with each blow that would strike the ivory flesh of the demon, three more would dig into the Baron's flesh. Each rake of the being's claws would take both flesh and strength from Bacchus, chipping away at both his body and soul. Bacchus knew that, at this rate, he would find his end. But a voice, soft and caressing, flashed through his mind.
''"When naught strength nor power can overcome thine foe, one's cunning becomes thine sharpest blade."''
With these words at heart, Bacchus struck not the beast but the golden throne it perched on causing the coin to rush like an avalanche and swallow the demon like a tsunami does a fishing village. It certainly didn't kill it, but was enough of a distraction for Bacchus to go through the exit and complete the labyrinth.
''"Well, well! What a surprise, indeed! A husk of a devil walks through the exit, too ragged to even walk right. I must say, I'm impressed. Although, given the state your body is in, I doubt it can handle the power to walk the planes. But... a deal's a deal. And I am not one to break a 'contract' with a devil."''
With but a touch of Baphomet's claw, Bacchus's weakened body was granted the power to walk the planes, to split the fabric of space as he desired, but at what cost?
Bacchus's body was then overloaded with the arcane energy that was bestowed upon him, ripping his soul and mind away from his body. While his body, now a mindless husk living on instinct alone, was sent to the Shadow Plane his mind and soul were sent to Heaven.
=== Bacchus And Heaven ===
Bacchus's mind and soul found themselves shot onto the mountain known as Heaven, crashing into the second layer known as Proelera. As mind and soul are just as physical as the body in Heaven, Bacchus found himself stuck in the mustering grounds for Heaven's armies.
Immediately, Bacchus was apprehended by the angels who acted as the guardians of the grounds and was nearly killed for merely trespassing upon the grounds.
As his strength and fortitude was sucked away by the vile Vilsteth and then shattered by Baphomet's arcane energy, he could do naught but watch as the angels prepared to subjugate him. Moments before being smited by all that the armies of Heaven could muster, a lone angel by the name of Haniel stepped in.
''"We cannot just destroy this devil who comes upon our land! We know not why he is here and given his current state, he bears no threat. We cannot stoop to those evils, lest we be called devils ourselves!"''
At the will and whim of Haniel, Bacchus was released and put under Haniel's care at his ivory home at Heaven's Shores. Haniel, at first taking pity on such a pitiful and weak creature first saw Bacchus as some form of pet. Not knowing anything beyond Heaven's Gate, he had many questions about Hell, The Abyss and what lies between the planes.
Haniel had even gotten Bacchus's body back when the arcane energy that Baphomet had plagued Bacchus with faded from time. It seems that the "blessing" of the ability to walk the planes was only temporary, causing Bacchus's physical form to be pulled to Heaven. Bacchus's physical form and Haniel had fought against each other, raw instinct vs a soldier's training. Eventually it came to a draw as an archon paralyzed Bacchus's body.
From this battle Haniel recognized Bacchus's strength and eventually accepted Bacchus as a friend and brother-in-arms.
However, Haniel was not the spotless angel that he seemed to be. Even angels sometimes succumb to their vices and was eventually banished to the material plane along with Bacchus after breaking divine law. Only those involved know what laws were broken, as Haniel and Bacchus often refuse to repeat these stories.
=== Bacchus and The Material Plane ===
Bacchus and Haniel were separated when they arrived to The Material Plane, Haniel having been stripped of the title of angel and cursed to be an Aasimar caused him to fly into a rage, causing the two to separate.
Bacchus went on to discover the many things that this plane had to offer; food, alcohol, sex, all of the vices one could ask for. Bacchus loved the mix of law and chaos that The Material Plane had to offer, finding it a perfect mix of Heaven, Hell and The Abyss. He found that he was easily able to satiate the need for battle that came from him being a Baron of Hell while also satisfying all the needs normally only a humanoid would have.
Bacchus found himself lost to these vices, becoming a pirate for almost twenty years. Learning from the pirates around him, he eventually forgot the pains that once overtook his reality and took on a carefree lifestyle. Though his piracy ended when Haniel found him. At first Bacchus was hesitant, but the two immediately made amends when the captain attempted to shoot Haniel. Thus the two ended up having to kill the entire one-hundred man crew using a cannon, five cannonballs and a hundred feet of chain.
Using the same boat, Haniel and Bacchus sailed it over to the nearest city, Absalom. However during a storm Bacchus was swept away, only to be taken by the ocean current (and the help of a few mermaids) to the city's docks a few weeks after Haniel arrived. Haniel, selling the boat and claiming the bounty on the pirates, bought a home in The Coins.
== '''Story So Far''' ==
Currently, Bacchus lives with Haniel in his home, living a laid-back life of drinking and fighting. He can often times be found in The Burning Ale, getting drunk and getting into bar fights.
He's met a few friends along the way. He's also made a few enemies.
== '''Appearance''' ==
A huge creature, resembling the Barons of Hell themselves, the ash-skinned tiefling was a hulking giant with huge black and grey horns resembling some sort of warped bovine. His ears were pointed and pulled back a few inches below the horns that pushed out of the sides of his head. His face was scarred over his left eye, with multiple long and discolored lines that lead across the eye and cheek but the disfigurement didn't hide his often mischievous and taunting grin. He had a face to be punched, if it could be reached.
Sometimes he was found clean shaven and bald, other times he would have a heavy shadow or even a full beard with a full set of hair that would start behind his horns and go down his back, it seems like he's able to grow out his hair at will.
The eye itself was hidden by a metal eyepatch, made specifically to fit the odd shaping of his face and had two points that extended out like horns, one pointing up towards his forehead and the other pointing down on his cheek.
His torso was covered in scars and sometimes tattoos. It seems that the Celtic tattoos, that went around his shoulders and went over his chest, were another thing he could manipulate at will.
His clothes tend to change depending on the scene. Most of the time he's bare from the waist up, wearing two medium bandoleers like belts filled with metal flasks and glass bottles around his waist. Black and red-lined gypsy pants and a bright silk scarf hidden beneath the "belts" went down to his knees and dark black sailor boots covered his feet. But he does have a dark leather blacksmith's apron, with its choice of bloodstains, that he wears every now and then.
== '''Personality''' ==
Bacchus is rather swarthy and cocky, but the airs about him made sure that he had no reason not to be. Never without a drink in hand, this jolly sort often times jokes and laughs, enjoying the company of his kind. Even when fighting, he's cocky to a tee. Hiding his rage during combat, he tends to toy and play around with his enemies even if outmatched.
However, on a dime Bach can channel the intimidating rage of the Barons of Hell and cow anyone that dares to strike a raw nerve.
Bacchus's raw nerves include:
* Gods
* Hell
* Demons
* Devils
* Magic
== '''Friends''' ==
* Jaci The Moonlight Escort
* Dala the Cat Robot
* Elwen The Filthy Magician
== '''Enemies''' ==
* The Green Mother
* Most Barkeeps[[Category:Characters]]
__NOTOC__
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Blue Sky
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<nowiki>{{infobox character
| name = Blue Sky
| image = Screenshot 4.png
| imagecaption = This is the only photo of "Fresh" Blue.
| alignment = Chaotic Good
| race = Human
| gender = Male
| height = 6"1'
| weight = 135lbs.
| eyes = Yellow
}}</nowiki>
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Have you seen this man?{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23}}
== History ==
== Appearance ==
== Goals & Ambitions ==
== Friends/Allies ==
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Blue usually walks in grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days. which is the only usually looks very unclean, as his hair are messy and seem that they were not washed in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
== Friends/Allies ==
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look very dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair are messy and seem that they were not washed in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look very dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair are messy and seem that they were not washed in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|379x379px|Rosa (black hair) and Himiko (white hair)]]
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look very dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair are messy and seem that they were not washed in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)]]
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
* [[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.]]
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)]]
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
*
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
*
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
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{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
q3bcm5zfw69zbnu0kc6lannzq5xfzxw
1725
1724
2020-11-11T05:26:56Z
ZZTKKF
40135450
/* History */
1725
wikitext
text/x-wiki
Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be renowned family of craftsman, but previous head of the family, gods bless her soul, Mrs. Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)". Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, prior to which he was left at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such was the strive for perfection of the believers in said temple. Once he was 14, he left the temple by shedding blood of one of the people that struggled alongside him. Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He himself couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of "life threatning". When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother.
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
m57tzsftlyz0w7q0lu1f0ljr2j76tgx
1726
1725
2020-11-11T05:54:49Z
ZZTKKF
40135450
1726
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be renowned family of craftsman, but previous head of the family, gods bless her soul, Mrs. Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, prior to which he was left at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such was the strive for perfection of the believers in said temple. Once he was 14, he left the temple by shedding blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He himself couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of life threatening, and being aware of that, after a small boulder hit his torso, he faked his death, awaiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be a Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enroll for a magic academy, which he did. It turned out that he had high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
1t7p48h7p4l0wkj3rn5o6rcmwe5i0jg
1727
1726
2020-11-11T05:58:25Z
ZZTKKF
40135450
1727
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
8wdpyyze602nw86e4crol21ql9uu62r
1728
1727
2020-11-11T05:59:13Z
ZZTKKF
40135450
1728
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Goals & Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
hiz7e51pswoc2cfpilrls326mf3pxno
1729
1728
2020-11-11T06:18:07Z
ZZTKKF
40135450
1729
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
2l6tmkn4ysa5xz45vujarnj4ljhqb3i
1730
1729
2020-11-11T06:39:58Z
ZZTKKF
40135450
1730
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, he tries to make himself appear like he actually gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating look and because he's often underestimated because of his tattered appeal. While Drunk, he's very mellow.
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
fv0na0dchmfym6dxvuecjjqg3ioyv12
1731
1730
2020-11-11T06:42:14Z
ZZTKKF
40135450
/* Personality */
1731
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, he tries to make himself appear like he actually gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating look and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
ch36vqa6jjbdjsb5r2wut4j9e82ujic
1732
1731
2020-11-11T06:42:54Z
ZZTKKF
40135450
/* Appearance */
1732
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman, but the previous head of the family, gods bless her soul, Mrs Aria Sky, because of miscarriage she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that were sold included things like "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately 5 years after the successful Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. he was taken care of for the first three years he had been there, but when he was 8, he had to fight for his survival, due to the belief of people in that temple, that "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware that he had to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people to take some simple jobs, so he could join them. He couldn't participate in any quests, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The mission was to go to clear goblin's lair fairly near some minor village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't recorded anywhere, no one would know about his death, unless someone would investigate the lair. This led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With them being too full of themselves, being sure that they can defeat him, he fought him, and even though they were overpowered, they managed to win, although they ended up close to death... which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and he ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, he tries to make himself appear like he actually gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating look and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
sb6us8jf359awkmomlp4qns6qloc39g
1733
1732
2020-11-11T07:36:39Z
ZZTKKF
40135450
1733
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]
Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, he tries to make himself appear like he actually gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating look and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
657pxgpifsqpjh2dm4cyvh3tat4ms2j
1734
1733
2020-11-11T07:42:20Z
ZZTKKF
40135450
/* Appearance */
1734
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, he tries to make himself appear like he actually gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating look and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
pfl08cq5j0x67bz515vmgocolmvcvra
1735
1734
2020-11-11T07:45:40Z
ZZTKKF
40135450
/* Personality */
1735
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
==== '''''Have you seen this man? If you have, stay away from him. He is a wanted criminal that have been accused of murder due to information send to us by Entity.''''' ====
{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, Blue tries to make himself look like he gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating looks and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
===<nowiki/>===
==== '''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!''''' ====
==== '''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.''''' ====
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
cgi5pekq3wgf7rpqgpw4eximo5x44pj
1736
1735
2020-11-11T07:45:56Z
ZZTKKF
40135450
1736
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
==== '''''Have you seen this man? If you have, stay away from him! He is a wanted criminal that have been accused of murder due to information send to us by Entity.''''' ====
{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, Blue tries to make himself look like he gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating looks and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
===<nowiki/>===
==== '''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!''''' ====
==== '''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.''''' ====
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
eyyof7ioblql80t3jz635gqtf5zehei
1737
1736
2020-11-11T07:46:25Z
ZZTKKF
40135450
/* History */
1737
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him! He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enrolled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, Blue tries to make himself look like he gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating looks and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
===<nowiki/>===
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
n6g530451fhrs0m6ztmeh7tj0e7l6nw
1738
1737
2020-11-11T07:50:34Z
ZZTKKF
40135450
1738
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him! He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enroled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, Blue tries to make himself look like he gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating looks and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
===<nowiki/>===
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He himself still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
5tah4selb8h61igduo9qeei2b9kz7gw
1753
1738
2020-12-12T15:07:09Z
86.63.102.208
/* Friends/Allies */
1753
wikitext
text/x-wiki
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
'''''Have you seen this man? If you have, stay away from him! He is a wanted criminal that have been accused of murder due to information send to us by Entity.'''''{{ATCOS_Character_Infobox|title1 = Blue Sky|image1 = Screenshot 4.png|gender = Male|race = Human|class = Oracle // Armorist|alignment = Lawful Good|age = 34|height = 6"1'|weight = 134lbs.|hair = Blue|eyes = Yellow|caption1 = This picture was made when Blue was 23 in the school he was enroled to}}
== History ==
'''''these information was send to us from a person that wanted to keep his identity anonymous, but for clarity sake, we will be referring to this person as "Entity".'''''
Blue is a part of the noble family Sky, who used to be a renowned family of craftsman. The previous head of the family, bless her soul, Mrs Aria Sky, because of her miscarrying Blue, she sold off most their possessions to afford Resurrection of the boy, which the first attempt wasn't successful. Things that Aria have sold included: "Their mansion, fully equipped smithy of masterwork quality(...)".
Approximately five years after the Resurrection of Blue, his mother died because of starvation, before which she had left him at the Irori temple. They took care of him for the first three years he had been there, but when after his 8th birthday, he had to fight for his survival, due to the belief of people in that temple, that: "You can't improve if it's not genuine", so they made people fight for food, which led Blue to many nights without having anything in his mouth for the most of the day, and he couldn't leave the temple, because to live, you had to show that you're strong enough to defeat any opponent that you met, such as they strive for the perfection of the believers in said temple. Once he was 14, he left the temple by shedding the blood of one of the people that struggled alongside him.
Once he left, he was aware need to find some means to survive, so in his search, he found out about Pathfinder Society. There he was waiting for people wanting to take care of some simple quests, that he could join. He couldn't participate in any missions legally, due to the age restriction, but one day he managed to plead some group of adventurers for him to join them. The goal was to clear goblin's lair that was near a farm village. Once they got there, knowing that goblins were sly creatures that could set traps, they used Blue as a trap detector. Since he wasn't on record anywhere, no one would know about his death, unless someone would investigate the lair. This procedure led to many injuries, which were on the verge of a life-threatening, and being aware of that after a small boulder hit his torso, he faked his death, waiting for a right moment. When they found their way to the heart of the goblin's hideout, they had to fight off the leader of the goblins, that turned out to be an Unchosen Gnoll with Hyaenodon as it's pet. With the group being too full of themselves, assured that they are able to win, they fought the gnoll, effectively underestimating him and his beast. They managed to defeat the adversary, even though they ended up close to death, which Blue used to his advantage. As they were walking towards the exit, Blue picked stood up, picked up a shortsword from one of the dead goblins and attacked people who used him.
With what he could scavenge from them, and their blood on his small hands, he left the lair, took the reward in their stead, sold what he scavenged and ended up with enough to enrol for a magic academy, which he did. It turned out that he had a high affinity for divine magic, which he ended up learning. After 24th birthday, he left the school prematurely without a word, making anyone that could have known him to lose any track of him.
'''''And thus, the murderer is still in there. If you were to meet this man, either report this to authorities or do NOT engage at all.'''''
== Appearance ==
[[File:Screenshot 1.png|thumb|386x386px|This is a physical description of a barman working in the Puddles, that agreed to give us Blue's physical description. This is what we ended up with.|left]]Because of Blue's eyes, he looks like he hadn't slept for more than a month, as they look dry, and under them are huge bags. He furrows his brows almost all the time, as to keep his eyes concentrated and his consciousness in check. Usually, he wears grey sweatpants, a white lab coat, a long-sleeved shirt and slippers. The only recorded instance of Blue's 'fresh' look is on one the photo from his mage school days, which is the only recorded example of his likeness. He looks very unclean, as his hair is messy and seem that they have not been taken care of in months, and his beard is never cleanly shaved.
He often pulls out various random items from his pockets, like bottles of alcohol, fruits, spices, the list goes on.
== Ambitions ==
"To give a helping hand to anyone who needs it. There are more people in need than fish in the sea. Blue's goal is to give people a helping hand whenever they would need help, without them needing to lose their safety for the price for their life, so no one would need to share the fate of his mother."
== Personality ==
He's very much ignorant when it comes to most things, although since he doesn't want to appear heartless, Blue tries to make himself look like he gives a damn. Even though he's ignorant, he never ignores someone's words. He never really spent much time around women, so he's very anxious when it comes to relationships with them. He's a terrifying person to fight, due to his intimidating looks and because he's often underestimated because of his tattered appeal. While drunk, he's very mellow.
===<nowiki/>===
'''''Is what reported a the same barman that gave us description of this man, as he listened to what Blue said while drunk in his bar. He may still be in Absolom! Be ware!'''''
'''''Here ends what we know about this man. Do not lose your footing. Remember to report any sighting of this man to the authorities.'''''
Reporter: JJJ
'''''-----------------------------------------------------------------------------------------------------------------------------------------------------------------------'''''
== Friends/Allies ==
=Thorn and the rest of the pirate crew that lives on Cpt.Thorn's ship.
=His wives, Rosa and Himiko. Since they didn't want to share their true names, as they are succubi, he had to come up with names for them himself. He still questions if they could really be considered his wives due to certain circumstances, but prefers not to think much about it.
=Alcohol.
[[File:Succ.jpg|thumb|355x355px|Rosa (black hair) and Himiko (white hair)|left]]
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Boris Karalov
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359
700
2019-10-08T04:19:38Z
Charliethelizard
24564634
Just the start
700
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = <nowiki>Asmodean Advocate 1 | Celebrity Provocateur 1</nowiki>|alignment = Lawful Evil|deity = Asmodeus|age = 48|height = 5'3|weight = 193 lbs|hair = Greying Black|eyes = Green}}
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700
2019-10-08T06:44:52Z
Charliethelizard
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wikitext
text/x-wiki
''Man has long since lost itself to the throws of woes and worries. Too often you find a right, proper individual too entwined with existential quandaries such as "What is Good?" and "What is my purpose in life?" Such a distressing image, isn't it?''
''Now... that is not to say I don't find myself doing so, but I at least have the human decency to worry over a nice glass of wine.'' {{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = A Humble Lawyer|alignment = |deity = |age = 48|height = 5'3|weight = 193 lbs|hair = Greying Black|eyes = Green}}
== The Boy ==
Little is known of this lawyer, freshly arrived to the City of Secrets. Not of his early days, anyway.
If you asked Boris, he would tell you he lived a ''quiet'' life, as a ''quiet'' child, in some ''quiet'' manor in some ''obscure'' plot of earth in the heartland of Ustalav. A humble boy, a good boy, he would call himself. {{Infobox character}}His mother was a ''saint'', his father a ''diligent'' steward for some ''no''-''body'' noble. No brothers. No sisters.
Odd, then, that such a ''humble'' existence would birth forth a doctored barrister of Cheliax.
To that, he offers no explanation. The papers say enough.
== The Man ==
[[File:Haendel - Sarabande|thumb|301x301px]]
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2019-10-08T07:01:07Z
Charliethelizard
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text/x-wiki
"''Man has long since lost itself to the throws of woes and worries. Too often you find a right, proper individual too entwined with existential quandaries such as "What is '''good'''?" and "What is my '''purpose''' in life?" Such a distressing image, isn't it? To see such potential go to waste in a mire of worry and anxiety?''
''Oh but if they could only just look past their nose, and see the joys of the world around them, and the plan laid out behind even that. Truly, not everyone can be so blessed as I." ''
<nowiki> </nowiki>- Boris, speaking to some barkeep who didn't ask. {{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = A Humble Lawyer|alignment = |deity = |age = 48|height = 5'3|weight = 193 lbs|hair = Greying Black|eyes = Green}}
== The Boy ==
Little is known of this lawyer, freshly arrived to the City of Secrets. Not of his early days, anyway.
If you asked Boris, he would tell you he lived a ''quiet'' life, as a ''quiet'' child, in some ''quiet'' manor in some ''obscure'' plot of earth in the heartland of Ustalav. A humble boy, a good boy, he would call himself. {{Infobox character}}His mother was a ''saint'', his father a ''diligent'' steward for some ''no''-''body'' noble. No brothers. No sisters.
Odd, then, that such a ''humble'' existence would birth forth a doctored barrister of Cheliax.
To that, he offers no explanation. The papers say enough.
== The Man ==
[[File:Haendel - Sarabande|thumb|301x301px]]
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708
2019-10-08T07:20:51Z
Charliethelizard
24564634
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wikitext
text/x-wiki
"''Man has long since lost itself to the throws of woes and worries. Too often you find a right, proper individual too entwined with existential quandaries such as "What is '''good'''?" and "What is my '''purpose''' in life?" Such a distressing image, isn't it? To see such potential go to waste in a mire of worry and anxiety?''
''Oh but if they could only just look past their nose, and see the joys of the world around them, and the plan laid out behind even that. Truly, not everyone can be so blessed as I." ''
<nowiki> </nowiki>- Boris, speaking to some barkeep who didn't ask. {{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = A Humble Lawyer|alignment = |deity = |age = 48|height = 5'3|weight = 193 lbs|hair = Greying Black|eyes = Green}}
== The Boy ==
Little is known of this lawyer, freshly arrived to the City of Secrets. Not of his early days, anyway.
If you asked Boris, he would tell you he lived a ''quiet'' life, as a ''quiet'' child, in some ''quiet'' manor in some ''obscure'' plot of earth in the heartland of Ustalav. A humble boy, a good boy, he would call himself. {{Infobox character}}His mother was a ''saint'', his father a ''diligent'' steward for some ''no''-''body'' noble. No brothers. No sisters.
Odd, then, that such a ''humble'' existence would birth forth a doctored barrister of Cheliax.
To that, he offers no explanation. The papers say enough.
== The Man ==
[[File:Haendel - Sarabande|thumb|301x301px]]Of his life after his childhood, the rotund Ustalavite has much more to say.
The Karalov describes his acceptance into the Academy of Law in Westcrown as a mix of a miracle, and the fulfillment of what was naturally right in the world. Ever humble, he knew his skill was more than sufficient, and was glad the world had seen his potential for what it was.
''How the people of the academy took note of a seemingly obscure lower noble half-way across the continent is a fact that is unenlightened by the lawyer beyond his praises of 'an old friend of the family's'.''
Boris would tell of his time in the Academy with far greater mirth than anything else of his past, betraying an actual ounce of glee in the middle aged man's otherwise slow, methodical gravitas. A prodigy, he would call himself, and apparently so too did his instructors (and that 'old family friend').
Odd then, again, that his meteoric rise would not tie his fate to the lands of Cheliax. Indeed, once his days of sleepless study and soirees with Chelaxian diabolists were over and he had passed his bar exam with 'flying accolades', he would not stay in Westcrown. He would describe his flight to Absalom as 'divinely inspired, surly', as tales of unrest around the Westcrown region would soon follow his departure.
== The Lawyer ==
In the time presently, Boris spends his time either working with clients in his 'offices' (rented, albeit high end, inn rooms), or at the Chelaxian embassy. Either way, the man has no joy for this work, feeling an emptiness to his accomplishments. Surely there is a plan for all of it but... a mortal is flawed, and he can't help but wonder.
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710
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2019-10-08T07:24:39Z
Charliethelizard
24564634
710
wikitext
text/x-wiki
{{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = A Humble Lawyer|alignment = |deity = |age = 48|height = 5'3|weight = 193 lbs|hair = Greying Black|eyes = Green}}"''Man has long since lost itself to the throws of woes and worries. Too often you find a right, proper individual too entwined with existential quandaries such as "What is '''good'''?" and "What is my '''purpose''' in life?" Such a distressing image, isn't it? To see such potential go to waste in a mire of worry and anxiety?''
''Oh but if they could only just look past their nose, and see the joys of the world around them, and the plan laid out behind even that. Truly, not everyone can be so blessed as I." ''
<nowiki> </nowiki>- Boris, speaking to some barkeep who didn't ask.
== The Boy ==
Little is known of this lawyer, freshly arrived to the City of Secrets. Not of his early days, anyway.
If you asked Boris, he would tell you he lived a ''quiet'' life, as a ''quiet'' child, in some ''quiet'' manor in some ''obscure'' plot of earth in the heartland of Ustalav. A humble boy, a good boy, he would call himself. {{Infobox character}}His mother was a ''saint'', his father a ''diligent'' steward for some ''no''-''body'' noble. No brothers. No sisters.
Odd, then, that such a ''humble'' existence would birth forth a doctored barrister of Cheliax.
To that, he offers no explanation. The papers say enough.
== The Man ==
[[File:Haendel - Sarabande|thumb|301x301px]]Of his life after his childhood, the rotund Ustalavite has much more to say.
The Karalov describes his acceptance into the Academy of Law in Westcrown as a mix of a miracle, and the fulfillment of what was naturally right in the world. Ever humble, he knew his skill was more than sufficient, and was glad the world had seen his potential for what it was.
''How the people of the academy took note of a seemingly obscure lower noble half-way across the continent is a fact that is unenlightened by the lawyer beyond his praises of 'an old friend of the family's'.''
Boris would tell of his time in the Academy with far greater mirth than anything else of his past, betraying an actual ounce of glee in the middle aged man's otherwise slow, methodical gravitas. A prodigy, he would call himself, and apparently so too did his instructors (and that 'old family friend').
Odd then, again, that his meteoric rise would not tie his fate to the lands of Cheliax. Indeed, once his days of sleepless study and soirees with Chelaxian diabolists were over and he had passed his bar exam with 'flying accolades', he would not stay in Westcrown. He would describe his flight to Absalom as 'divinely inspired, surly', as tales of unrest around the Westcrown region would soon follow his departure.
== The Lawyer ==
In the time presently, Boris spends his time either working with clients in his 'offices' (rented, albeit high end, inn rooms), or at the Chelaxian embassy. Either way, the man has no joy for this work, feeling an emptiness to his accomplishments. Surely there is a plan for all of it but... a mortal is flawed, and he can't help but wonder.
euafq67xt5ru5n82vqrgq5c3tsnue63
739
710
2019-10-14T05:25:28Z
Charliethelizard
24564634
739
wikitext
text/x-wiki
{{ATCOS Character Infobox|image1 = DOw5laU.jpg|gender = Male|race = Human|class = A Humble Lawyer|alignment = |deity = |age = 48|height = 5'3|weight = 232 lbs|hair = Greying Black|eyes = Green}}"''Man has long since lost itself to the throws of woes and worries. Too often you find a right, proper individual too entwined with existential quandaries such as "What is '''good'''?" and "What is my '''purpose''' in life?" Such a distressing image, isn't it? To see such potential go to waste in a mire of worry and anxiety?''
''Oh but if they could only just look past their nose, and see the joys of the world around them, and the plan laid out behind even that. Truly, not everyone can be so blessed as I." ''
<nowiki> </nowiki>- Boris, speaking to some barkeep who didn't ask.
== The Boy ==
Little is known of this lawyer, freshly arrived to the City of Secrets. Not of his early days, anyway.
If you asked Boris, he would tell you he lived a ''quiet'' life, as a ''quiet'' child, in some ''quiet'' manor in some ''obscure'' plot of earth in the heartland of Ustalav. A humble boy, a good boy, he would call himself. {{Infobox character}}His mother was a ''saint'', his father a ''diligent'' steward for some ''no''-''body'' noble. No brothers. No sisters.
Odd, then, that such a ''humble'' existence would birth forth a doctored barrister of Cheliax.
To that, he offers no explanation. The papers say enough.
== The Man ==
[[File:Haendel - Sarabande|thumb|301x301px]]Of his life after his childhood, the rotund Ustalavite has much more to say.
The Karalov describes his acceptance into the Academy of Law in Westcrown as a mix of a miracle, and the fulfillment of what was naturally right in the world. Ever humble, he knew his skill was more than sufficient, and was glad the world had seen his potential for what it was.
''How the people of the academy took note of a seemingly obscure lower noble half-way across the continent is a fact that is unenlightened by the lawyer beyond his praises of 'an old friend of the family's'.''
Boris would tell of his time in the Academy with far greater mirth than anything else of his past, betraying an actual ounce of glee in the middle aged man's otherwise slow, methodical gravitas. A prodigy, he would call himself, and apparently so too did his instructors (and that 'old family friend').
Odd then, again, that his meteoric rise would not tie his fate to the lands of Cheliax. Indeed, once his days of sleepless study and soirees with Chelaxian diabolists were over and he had passed his bar exam with 'flying accolades', he would not stay in Westcrown. He would describe his flight to Absalom as 'divinely inspired, surly', as tales of unrest around the Westcrown region would soon follow his departure.
== The Lawyer ==
In the time presently, Boris spends his time either working with clients in his 'offices' (rented, albeit high end, inn rooms), or at the Chelaxian embassy. Either way, the man has no joy for this work, feeling an emptiness to his accomplishments. Surely there is a plan for all of it but... a mortal is flawed, and he can't help but wonder.
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Caecilia Ocellus
0
484
963
2020-02-22T14:06:14Z
IratusAngelus
38616569
Created page with "{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without questi..."
963
wikitext
text/x-wiki
{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppala, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor''''''''''y'''''==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up amongst the wealthy and priviledge''[[File:Taldor_Coat_of_Arms.jpg|thumb|left|80px]]''d in Taldor, a woman of ''''remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent amongst the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked to''''gether to ''''achieve Knighthood all their own.''
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends amongst the dead than the living.''
''During an outin[[File:Caelius_Ocellus.jpg|thumb|left|Caelius Ocellus]]g amongst the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying amongst her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the enulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
''After some [[File:Gloriana_Morilla.jpg|thumb|left|109px|Gloriana Morilla]]time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking amongst the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging greatsword of ectoplasmic energy.''
[[Category:Player Characters]]
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{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppala, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up amongst the wealthy and priviledged in Taldor, a woman of ''''remarkable beauty, but also renowned for her skills with the blade. While most of '''''[[File:Taldor_Coat_of_Arms.jpg|thumb|left|80px]]'''''her life was spent amongst the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, ''''''''''the Ocellus ''''''''''twins joined the ranks of Taldor's recognized knights as squires at an early age and worked to''''gether to ''''achieve Knighthood all their own.'''''
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends amongst the dead than the living.''
''During an outin[[File:Caelius_Ocellus.jpg|thumb|left|Caelius Ocellus]]g amongst the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying amongst her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the enulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
''After some [[File:Gloriana_Morilla.jpg|thumb|left|109px|Gloriana Morilla]]time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking amongst the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging greatsword of ectoplasmic energy.''
[[Category:Player Characters]]
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965
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2020-02-22T14:18:24Z
IratusAngelus
38616569
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wikitext
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[toc]{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppala, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up amongst the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent amongst the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends amongst the dead than the living.''
''During an outing amongst the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying amongst her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the enulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking amongst the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging greatsword of ectoplasmic energy.''
[[Category:Player Characters]]
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2020-02-22T14:40:41Z
IratusAngelus
38616569
966
wikitext
text/x-wiki
{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppala, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging greatsword of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
''Caecilia stands at six feet and two inches tall, with long raven hair that reaches down past her butt, gazing at the world with brilliant blue eyes. A soft, fair complexion that is marked with a myriad of red tattoos upon her shoulders and her back, she is built upon an athletic, sturdy frame befitting a soldier. She has no piercings of note.''
[[File:Caecilia Full Body.png|centre|thumb|1243x1243px]]
== '''''Personality''''' ==
''Slow to trust, cold upon initial meeting. However, she will be fiercely loyal to friends or those who wish to aid her goals. She can come off as a little strange, usually preferring to be alone with a book, or off training. She enjoys soft, relaxing music. She dislikes spicy food or obnoxious entities.''
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
''CeCe hopes to win favor from the courts once again, making up for the incident that resulted in her twin brother's death.''[[Category:Player Characters]]
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971
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2020-02-23T03:37:18Z
IratusAngelus
38616569
971
wikitext
text/x-wiki
{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppala, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging weapon of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
''Caecilia stands at six feet and two inches tall, with long raven hair that reaches down past her butt, gazing at the world with brilliant blue eyes. A soft, fair complexion that is marked with a myriad of red tattoos upon her shoulders and her back, she is built upon an athletic, sturdy frame befitting a soldier. She has no piercings of note.''
[[File:Caecilia Full Body.png|centre|thumb|1243x1243px]]
== '''''Personality''''' ==
''Slow to trust, cold upon initial meeting. However, she will be fiercely loyal to friends or those who wish to aid her goals. She can come off as a little strange, usually preferring to be alone with a book, or off training. She enjoys soft, relaxing music. She dislikes spicy food or obnoxious entities.''
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
''CeCe hopes to win favor from the courts once again, making up for the incident that resulted in her twin brother's death.''[[Category:Player Characters]]
pldn24sfi8m2jtvy2pfssryaco77kge
985
971
2020-02-25T02:27:38Z
IratusAngelus
38616569
985
wikitext
text/x-wiki
{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppara, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging weapon of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
''Caecilia stands at six feet and two inches tall, with long raven hair that reaches down past her butt, gazing at the world with brilliant blue eyes. A soft, fair complexion that is marked with a myriad of red tattoos upon her shoulders and her back, she is built upon an athletic, sturdy frame befitting a soldier. She has no piercings of note.''
[[File:Caecilia Full Body.png|centre|thumb|1243x1243px]]
== '''''Personality''''' ==
''Slow to trust, cold upon initial meeting. However, she will be fiercely loyal to friends or those who wish to aid her goals. She can come off as a little strange, usually preferring to be alone with a book, or off training. She enjoys soft, relaxing music. She dislikes spicy food or obnoxious entities.''
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
''CeCe hopes to win favor from the courts once again, making up for the incident that resulted in her twin brother's death.''[[Category:Player Characters]]
jfkqrvyatmbkstohar1zmmnz9tq9n5i
Caleb Blackmore
0
551
1132
2020-04-13T03:46:18Z
RunelordHades
35605102
Created Backstory
1132
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
===<nowiki/>===
6jy6eyeon2cxuqd0ylj0ced5r4fsxsg
1135
1132
2020-04-13T10:41:12Z
RunelordHades
35605102
Added Description (1/2 halves)
1135
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal and to get his soul back.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
== Description ==
Caleb stands rather tall, a tad bit over two meters in height, but isn't exactly muscular per say - more thin or starved than one might expect.
He has pale corpse-flesh that seems to suck onto his bones, with piercing burning yellow or flaming red sockets that could barely be described as eyes. Looking into them reveals his literal soulless gaze, often times more reflecting one's own soul back instead of the other way around. Not exactly handsome, his yellowed teeth and crooked nose describe that of someone whose life was as violent as his death. He has a few scars along his face and a bullet wound under his cheek, showing just a few molars as it didn't heal quite right.
He commonly wears classic wild west clothing - a brown leather duster, black leather boots with spurs, brown canvas pants, a white button up silk shirt, and a brown leather cowboy hat. Ruddy, dirty and covered in holes. Often times what accompanies his clothes are his wounds; often times having arrows, bolts or even whole blades sticking out of his body at one time - though he doesn't seem to mind it too much.{{Infobox_item|title = The Thompson|image = Jo-watanabe-thermitegun-0.jpg|imagecaption = AKA The Tommy}}In terms of weaponry on his body - he's often seen with his machine gun, the so-named Tommy, or Thompson. A hand-made rifle of his own design, mostly made out of old adamantine magitek that he's come across over the years... {{Infobox_item}}The gun has two separate feeds - the Semi-Auto and Full-Auto feeds. The Semi-Automatic feed fires a single .308 caliber rifle cartridge per squeeze of the trigger. The Full-Automatic feed fires approximately 800-900 .45 ACP rounds per minute on a held trigger.
In order to switch between modes, one must grasp the top of the drum magazine and move it from one side or the other. While in Semi-Automatic, the Drum Magazine is to the left of the gun- revealing a bolt-action bar and a top-fed port.
In order to change from Semi-Automatic to Fully Automatic, the bolt-action must be pulled back and locked into place - then the drum magazine is pulled along a lever mechanism and pressed into the top of the port, allowing for active feeding. The porting along the barrel and shroud reduces recoil in both modes, and spent cartridges are either shot from the top-fed port (in semi-auto) or from a opening that opens up when turned full-auto. The gun has two triggers - one on the inside of the butt/secondary handle, usable when resting the gun on a solid surface, and a squeezable lever on the bottom.
It has been enchanted with two kinds of magic - classical magical enchantments and runic inscriptions. Two words written in Abyssal - Bloodthirst and Deathstrike. These seemed to have been written in some sort of silvery metal along the flat back of the gun and glow red when the weapon is in use.<nowiki/>
pq03z3cyb2dxpie8ole94wyxuuhlop9
1136
1135
2020-04-13T10:41:42Z
RunelordHades
35605102
/* Description */
1136
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal and to get his soul back.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
== Description ==
Caleb stands rather tall, a tad bit over two meters in height, but isn't exactly muscular per say - more thin or starved than one might expect.
He has pale corpse-flesh that seems to suck onto his bones, with piercing burning yellow or flaming red sockets that could barely be described as eyes. Looking into them reveals his literal soulless gaze, often times more reflecting one's own soul back instead of the other way around. Not exactly handsome, his yellowed teeth and crooked nose describe that of someone whose life was as violent as his death. He has a few scars along his face and a bullet wound under his cheek, showing just a few molars as it didn't heal quite right.
He commonly wears classic wild west clothing - a brown leather duster, black leather boots with spurs, brown canvas pants, a white button up silk shirt, and a brown leather cowboy hat. Ruddy, dirty and covered in holes. Often times what accompanies his clothes are his wounds; often times having arrows, bolts or even whole blades sticking out of his body at one time - though he doesn't seem to mind it too much.
{{Infobox_item|title = The Thompson|image = Jo-watanabe-thermitegun-0.jpg|imagecaption = AKA The Tommy}}In terms of weaponry on his body - he's often seen with his machine gun, the so-named Tommy, or Thompson. A hand-made rifle of his own design, mostly made out of old adamantine magitek that he's come across over the years... {{Infobox_item}}The gun has two separate feeds - the Semi-Auto and Full-Auto feeds. The Semi-Automatic feed fires a single .308 caliber rifle cartridge per squeeze of the trigger. The Full-Automatic feed fires approximately 800-900 .45 ACP rounds per minute on a held trigger.
In order to switch between modes, one must grasp the top of the drum magazine and move it from one side or the other. While in Semi-Automatic, the Drum Magazine is to the left of the gun- revealing a bolt-action bar and a top-fed port.
In order to change from Semi-Automatic to Fully Automatic, the bolt-action must be pulled back and locked into place - then the drum magazine is pulled along a lever mechanism and pressed into the top of the port, allowing for active feeding. The porting along the barrel and shroud reduces recoil in both modes, and spent cartridges are either shot from the top-fed port (in semi-auto) or from a opening that opens up when turned full-auto. The gun has two triggers - one on the inside of the butt/secondary handle, usable when resting the gun on a solid surface, and a squeezable lever on the bottom.
It has been enchanted with two kinds of magic - classical magical enchantments and runic inscriptions. Two words written in Abyssal - Bloodthirst and Deathstrike. These seemed to have been written in some sort of silvery metal along the flat back of the gun and glow red when the weapon is in use.<nowiki/>
ov2mum68cgwvbqw4bslciuhnqvb1pfv
1137
1136
2020-04-13T10:44:54Z
RunelordHades
35605102
/* Description */
1137
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal and to get his soul back.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
== Description ==
Caleb stands rather tall, a tad bit over two meters in height, but isn't exactly muscular per say - more thin or starved than one might expect.
He has pale corpse-flesh that seems to suck onto his bones, with piercing burning yellow or flaming red sockets that could barely be described as eyes. Looking into them reveals his literal soulless gaze, often times more reflecting one's own soul back instead of the other way around. Not exactly handsome, his yellowed teeth and crooked nose describe that of someone whose life was as violent as his death. He has a few scars along his face and a bullet wound under his cheek, showing just a few molars as it didn't heal quite right.
He commonly wears classic wild west clothing - a brown leather duster, black leather boots with spurs, brown canvas pants, a white button up silk shirt, and a brown leather cowboy hat. Ruddy, dirty and covered in holes. Often times what accompanies his clothes are his wounds; often times having arrows, bolts or even whole blades sticking out of his body at one time - though he doesn't seem to mind it too much.
{{Infobox_item|title = The Thompson|image = Jo-watanabe-thermitegun-0.jpg|imagecaption = AKA The Tommy}}In terms of weaponry on his body - he's often seen with his machine gun, the so-named Tommy, or Thompson. A hand-made rifle of his own design, mostly made out of old adamantine magitek that he's come across over the years... {{Infobox_item}}The Thompson has two separate feeds - the Semi-Auto and Full-Auto feeds. The Semi-Automatic feed fires a single .308 caliber rifle cartridge per squeeze of the trigger. The Full-Automatic feed fires approximately 800-900 .45 ACP rounds per minute on a held trigger. One can tell when the gun is either in Semi-Auto or Full-Auto depending where the drum magazine is on the weapon. If it's on the left-hand side of the gun, it is in Semi-Auto. If it's on the top of the gun, it is in Full-Auto. While in Semi-Auto, one can see the bolt-action mechanism, along with the top-fed port.
In order to change from Semi-Automatic to Fully Automatic, the bolt-action must be pulled back and locked into place - then the drum magazine is pulled along a lever mechanism and pressed into the top of the port, allowing for active feeding. The porting along the barrel and shroud reduces recoil in both modes, and spent cartridges are either shot from the top-fed port (in semi-auto) or from a opening that opens up when turned full-auto. The gun has two triggers - one on the inside of the butt/secondary handle, usable when resting the gun on a solid surface, and a squeezable lever on the bottom.
It has been enchanted with two kinds of magic - classical magical enchantments and runic inscriptions. Two words written in Abyssal - Bloodthirst and Deathstrike. These seemed to have been written in some sort of silvery metal along the flat back of the gun and glow red when the weapon is in use.<nowiki/>
oyat69g0fc1yj2ddfn7e3gekp68qn8c
1138
1137
2020-04-13T10:45:20Z
RunelordHades
35605102
/* Description */
1138
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal and to get his soul back.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
== Description ==
Caleb stands rather tall, a tad bit over two meters in height, but isn't exactly muscular per say - more thin or starved than one might expect.
He has pale corpse-flesh that seems to suck onto his bones, with piercing burning yellow or flaming red sockets that could barely be described as eyes. Looking into them reveals his literal soulless gaze, often times more reflecting one's own soul back instead of the other way around. Not exactly handsome, his yellowed teeth and crooked nose describe that of someone whose life was as violent as his death. He has a few scars along his face and a bullet wound under his cheek, showing just a few molars as it didn't heal quite right.
He commonly wears classic wild west clothing - a brown leather duster, black leather boots with spurs, brown canvas pants, a white button up silk shirt, and a brown leather cowboy hat. Ruddy, dirty and covered in holes. Often times what accompanies his clothes are his wounds; often times having arrows, bolts or even whole blades sticking out of his body at one time - though he doesn't seem to mind it too much.
{{Infobox_item|title = The Thompson|image = Jo-watanabe-thermitegun-0.jpg|imagecaption = AKA The Tommy}}In terms of weaponry on his body - he's often seen with his machine gun, the so-named Tommy, or Thompson. A hand-made rifle of his own design, mostly made out of old adamantine magitek that he's come across over the years... {{Infobox_item}}
<nowiki> </nowiki>The Thompson has two separate feeds - the Semi-Auto and Full-Auto feeds. The Semi-Automatic feed fires a single .308 caliber rifle cartridge per squeeze of the trigger. The Full-Automatic feed fires approximately 800-900 .45 ACP rounds per minute on a held trigger. One can tell when the gun is either in Semi-Auto or Full-Auto depending where the drum magazine is on the weapon. If it's on the left-hand side of the gun, it is in Semi-Auto. If it's on the top of the gun, it is in Full-Auto. While in Semi-Auto, one can see the bolt-action mechanism, along with the top-fed port.
In order to change from Semi-Automatic to Fully Automatic, the bolt-action must be pulled back and locked into place - then the drum magazine is pulled along a lever mechanism and pressed into the top of the port, allowing for active feeding. The porting along the barrel and shroud reduces recoil in both modes, and spent cartridges are either shot from the top-fed port (in semi-auto) or from a opening that opens up when turned full-auto. The gun has two triggers - one on the inside of the butt/secondary handle, usable when resting the gun on a solid surface, and a squeezable lever on the bottom.
It has been enchanted with two kinds of magic - classical magical enchantments and runic inscriptions. Two words written in Abyssal - Bloodthirst and Deathstrike. These seemed to have been written in some sort of silvery metal along the flat back of the gun and glow red when the weapon is in use.<nowiki/>
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1139
1138
2020-04-13T10:46:53Z
RunelordHades
35605102
/* Description */
1139
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Caleb Blackmore|image1 = Tumblr ll8njuaTfH1qhttpto1 r1 1280.jpg|caption1 = Also known as The Returned|gender = Male|race = Mortally Challenged Human|class = Cleric // Technician|alignment = Neutral Evil|deity = Once a Follower of Orcus|age = Hard to say|height = Tall|weight = Leaner|hair = Black|eyes = Yellow, sometimes Red, glowing sockets.}}
== Backstory ==
=== Before The Cabal ===
Caleb was born of a family sometime around 4600 AR near Alkenstar in the Mana Wastes and had two siblings - his brother Ishmael and sister Gabriela. His parents, Abraham and Josephine, were not exactly the best people - they were hedonists by nature and often cared more for their next drink than the next meal for their children. So, Caleb, being the youngest, was often cared for by his brother and sister but was teased for being 'weak' and 'useless', but were a family none the less.
They taught him how to hunt animals, how to fish in the river that was close to their home and the most important skill - how to shoot a gun. He was no quick-draw queen like how Gabriela was, nor was he the sharpshooter like his brother Ishmael - but he was instead somewhere between the two in terms of skill by the time he was fourteen. Once they were attacked by two ogres while out fishing, but they were no match for three skilled gunslingers, no matter how young.
By the time he was sixteen, his parents had left them to move out of this god and magic-forsaken lands, viewing their children as weights that would just slow them down. Of course, he was old enough to realize their views and their reasoning for leaving him and his siblings - but he held and still holds a grudge.
Ishmael decided to leave the Mana Wastes around the same time, wanting to learn about the world of magic beyond these lands... and headed south towards Geb. Gabriela decided to stay near Alkenstar, but one day mysteriously disappeared. Alone, the now seventeen-year-old Caleb found his calling as a Gunsmith at the newly created Gunworks near Alkenstar.
This lasted for a few years but as Caleb grew to be more and more of an adult... he found himself more attracted to the bottle and the cards and quit his job, living his life as his own twisted version of what a 'Cowboy' was - A gunslinger with a loose set of morals who drinks, smokes and shoots his way through life, living each day like his last. He became a local menace and a leader of similarly minded bandits and gunslingers in some of the towns near Alkenstar for a good couple years... Until he found... Her.
=== Ophelia and The Cabal ===
Caleb found Ophelia in a burnt down homestead, crying and screaming and utterly insane. But from what he could gather from her near incomprehensible ramblings, she and her husband were members of an evil cult called the Cabal, who worshiped the Demon Lord Orcus. When her husband later tried to leave the Cabal they responded by torching their homestead, killing him as well as their young son... Something about Ophelia, either her situation or her pure beauty, was attractive to Caleb... And he took claim of her, taking her to protect her and love her. The gang he rode with didn't exactly approve of Ophelia, some calling her often insane ramblings to be 'omens of bad things' but Caleb ignored them.
Ophelia persuaded Caleb and part of his gang to join The Cabal, acting as a doorway into the ranks of this horrid cult. Caleb had his first taste of true magical power - being granted his ability to manipulate the dead and the magicks themselves by Orcus. Of course, this drove him and Ophelia to climb the ranks of The Cabal through either tasks of evil for the Dark God or through infighting... eventually reaching the rank of Chosen.
Through the cult, he was reunited with his siblings Ishmael and Gabriela - Ishamel becoming a Lich through perfecting his magical prowess and Gabriela becoming an assassin. The four were Chosen, beings whose own souls and power were intertwined with the Dark God's own. The four acted as powerful agents of Orcus, preparing the world for the day that Orcus would cross into the Material Plane and take it as his own. They were figureheads of The Cabal, seen with both respect and ire from the lessers of the cult.
=== The Betrayal ===
Due to being connected to the Dark God, their lives were extended and their bodies became akin to corpse-flesh... but as the years gone by and the Four Chosen did their work... Orcus quietly planned. Summoning the four to His Realm, the chosen expected to be granted new orders from their Dark God... Only to be told that they had failed Him. In truth, Orcus wished to devour their souls to grow more powerful himself.
But before he consume them... three of his lieutenants attacked and stole away with Ishmael, Gabriela and Ophelia, betraying the Dark God. Infuriated, Orcus threw Caleb from the plane and into a bottomless pit - stealing his power and soul in the process and leaving him with one phrase; "Consider My power, in a hollow grave". Eventually, the darkness took him... and the Endless Void that was the afterlife for the soulless began...
=== The Returned ===
Caleb remained dead for quite a long time, but eventually... something willed him back to life - either a God's own power or through his own fury at his God - forcing him to erupt from a grave. It was now around 4720... and he knew what he must do; reclaim his lost strength, find the three lieutenants who had kidnapped his family and his lover, kill them and go after Orcus himself for this betrayal and to get his soul back.
The three lieutenants were; Tzerkiel The Mad, a Demi-Lich whose own attempt at lichdom failed and left a thousand screaming victims to always echo in his skull - He stole away with Ishmael and his phylactery. Then was Jorgal The Broken-Blade, once a Red Mantis assassin turned Chaotic Half-Fiend when false resurrected with the soul of a slain Balor, granting him some of a Balor's own strength - He stole away with Gabriela. Finally there was Mazzqalia Of The Spiders, a Succubus who uses her powers to feed her ever-growing following of demonic spiderlings - stole away with Ophelia.
After ten years of searching, he found his way to Absalom... finding that the three were somehow involved with each other still... and Absalom was the key.
== Description ==
Caleb stands rather tall, a tad bit over two meters in height, but isn't exactly muscular per say - more thin or starved than one might expect.
He has pale corpse-flesh that seems to suck onto his bones, with piercing burning yellow or flaming red sockets that could barely be described as eyes. Looking into them reveals his literal soulless gaze, often times more reflecting one's own soul back instead of the other way around. Not exactly handsome, his yellowed teeth and crooked nose describe that of someone whose life was as violent as his death. He has a few scars along his face and a bullet wound under his cheek, showing just a few molars as it didn't heal quite right.
He commonly wears classic wild west clothing - a brown leather duster, black leather boots with spurs, brown canvas pants, a white button up silk shirt, and a brown leather cowboy hat. Ruddy, dirty and covered in holes. Often times what accompanies his clothes are his wounds; often times having arrows, bolts or even whole blades sticking out of his body at one time - though he doesn't seem to mind it too much.
{{Infobox_item|title = The Thompson|image = Jo-watanabe-thermitegun-0.jpg|imagecaption = AKA The Tommy}}In terms of weaponry on his body - he's often seen with his machine gun, the so-named Thompson, or Tommy. A hand-made rifle of his own design, mostly made out of old adamantine magitek that he's come across over the years...
The Thompson has two separate feeds - the Semi-Auto and Full-Auto feeds. The Semi-Automatic feed fires a single .308 caliber rifle cartridge per squeeze of the trigger. The Full-Automatic feed fires approximately 800-900 .45 ACP rounds per minute on a held trigger. One can tell when the gun is either in Semi-Auto or Full-Auto depending where the drum magazine is on the weapon. If it's on the left-hand side of the gun, it is in Semi-Auto. If it's on the top of the gun, it is in Full-Auto. While in Semi-Auto, one can see the bolt-action mechanism, along with the top-fed port.
In order to change from Semi-Automatic to Fully Automatic, the bolt-action must be pulled back and locked into place - then the drum magazine is pulled along a lever mechanism and pressed into the top of the port, allowing for active feeding. The porting along the barrel and shroud reduces recoil in both modes, and spent cartridges are either shot from the top-fed port (in semi-auto) or from a opening that opens up when turned full-auto. The gun has two triggers - one on the inside of the butt/secondary handle, usable when resting the gun on a solid surface, and a squeezable lever on the bottom.
It has been enchanted with two kinds of magic - classical magical enchantments and runic inscriptions. Two words written in Abyssal - Bloodthirst and Deathstrike. These seemed to have been written in some sort of silvery metal along the flat back of the gun and glow red when the weapon is in use.<nowiki/>
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Captain Aurelius Thule
0
146
247
2018-10-30T23:25:43Z
Indrick Ballerale
35008465
Page Created
247
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Guard Captain Aurelius Thule|image1 = Pal4.jpg|caption1 = The First Gun of Absalom|gender = Male|race = Aasimar|class = Inquisitor/Monk|alignment = Lawful Neutral|deity = Erastil|age = 80|height = 5'11"|weight = 130lb|hair = Brown|eyes = Amber}}
== Early Life ==
== Rise through the Ranks ==
== Personality ==
== Apperance ==
== Allies ==
== Enemies ==
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Captain Elizabeth Dana Wiston
0
789
1628
2020-10-02T00:04:41Z
Bigfish312
45956493
page written
1628
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
=== <br>
'''Description''' ===
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
=== <br>
<br>
'''Temperament''' ===
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
=== <br>
Personal views ===
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== <br>
Beginnings ===
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== Undue bonds ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== Flames do more than burn ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== <br>
Triumvirate of power ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>
Black Sails and Bloody decks ====
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== <br>
The raise of Badstar ====
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships.
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1629
1628
2020-10-02T00:06:15Z
Bigfish312
45956493
/* Captain Elizabeth Dana Wiston */
1629
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
==== '''Description''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
=== <br>
Personal views ===
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== <br>
Beginnings ===
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== Undue bonds ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== Flames do more than burn ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== <br>
Triumvirate of power ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>
Black Sails and Bloody decks ====
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== <br>
The raise of Badstar ====
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships.
mpjzid9zqkpg6lsyzuuy4pzfjm0eg5s
1630
1629
2020-10-02T00:08:29Z
Bigfish312
45956493
/* Temperament */
1630
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
==== '''Description''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== Personal views ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
==== Beginnings ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== Undue bonds ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== Flames do more than burn ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== Triumvirate of power ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>Black Sails and Bloody decks ====
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== The raise of Badstar ====
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships.
9jgu11awli6p6vphmjmcmgh0k8dqioi
1631
1630
2020-10-02T00:11:13Z
Bigfish312
45956493
/* Temperament */
1631
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
==== '''Description''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== '''Personal views''' ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
==== '''Beginnings''' ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== '''Undue bonds''' ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== '''Flames do more than burn''' ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== '''Triumvirate of power''' ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>'''Black Sails and Bloody decks''' ====
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== '''The raise of Badstar''' ====
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships. After a confrontation between Badstar and two others ships, She has had to be put into dry dock for major repairs.
nhni5snwgt3mkm6g579ya22f1u86vqt
1632
1631
2020-10-02T00:48:46Z
Bigfish312
45956493
/* Description */
1632
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
=== '''<u>Description</u>''' ===
==== '''Appearance''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== '''Personal views''' ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== '''<u>Backstory</u>''' ===
==== '''Beginnings''' ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== '''Undue bonds''' ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== '''Flames do more than burn''' ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== '''Triumvirate of power''' ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>'''Black Sails and Bloody decks''' ====
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== '''The raise of Badstar''' ====
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships. After a confrontation between Badstar and two others ships, She has had to be put into dry dock for major repairs.
===<nowiki/>===
=== '''<u>Going forward</u>''' ===
<s>WIP</s>
=== '''<u>Family and Friends</u>''' ===
* Sir Nif Wiston - Father - Head of the family business and in charge of arranging trade deals
* Jane Wiston - Mother - Captain of 'Sky Hook' the largest trading ship in the Wiston fleet.
* Baldus Wiston - Older Brother - Captain of 'Full sails', a Brig that mainly carries bulk wine.
* Jervis and Carlos Wiston - Twin Older brothers - The pair run the family shipyard on the northern coast of the Inner sea.
* Nicolle Wiston - Older sister - Navy officer.
* Gesa Wiston - Adopted sister - saved their mother during a pirate attack, for that she was Adopted and given 'Sidewind' to run for the family.
* Humfry, Tony, Tamia Wiston - siblings killed in the raid on 'Sky Hook'
* Ledrarth Shadebasher - Boson of 'Sky Hook' - Taught Z how to dual.
* Grath Battleforest - Captain of 'Wavescipper' - Deceased
* Garkalm Ironlance - Irrosian Battlemage - Taught Z the basics of combat magic - Deceased
=== '''<u>Foes and Enemies</u>''' ===
* Chung Ciao - Pervious Captain of Badstar - Slaver - Deceased
* Sorla Bersk - Brothel owner - Slaver - Deceased
* Captain Nuno Zocrim - Navy Captain of 'Hell's Workhorse' - has been trying to drag Z back to the mainland on charges of Piracy and murder.
pgnu3i5tnxtn9t1gd0eb5n58n6c0vmn
1635
1632
2020-10-02T00:55:38Z
Bigfish312
45956493
/* The raise of Badstar */
1635
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
=== '''<u>Description</u>''' ===
==== '''Appearance''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== '''Personal views''' ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== '''<u>Backstory</u>''' ===
==== '''Beginnings''' ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== '''Undue bonds''' ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== '''Flames do more than burn''' ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== '''Triumvirate of power''' ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>'''Black Sails and Bloody decks''' ====
[[File:80019ff18da01bf97d28adeebd055653.jpg|thumb|273x273px]]
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== '''The raise of Badstar''' ====
[[File:Badstar2.jpg|thumb|329x329px]]
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships. After a confrontation between Badstar and two others ships, She has had to be put into dry dock for major repairs.
The Ship is unsuitable for most cargo that the family would usually carry, it simply does not have the cargo space. It is on the other hand, heavily armed with the best cannon her money can buy and now has a reputation for getting high value cargo to its destination unmolested<nowiki/>
=== '''<u>Going forward</u>''' ===
<s>WIP</s>
=== '''<u>Family and Friends</u>''' ===
* Sir Nif Wiston - Father - Head of the family business and in charge of arranging trade deals
* Jane Wiston - Mother - Captain of 'Sky Hook' the largest trading ship in the Wiston fleet.
* Baldus Wiston - Older Brother - Captain of 'Full sails', a Brig that mainly carries bulk wine.
* Jervis and Carlos Wiston - Twin Older brothers - The pair run the family shipyard on the northern coast of the Inner sea.
* Nicolle Wiston - Older sister - Navy officer.
* Gesa Wiston - Adopted sister - saved their mother during a pirate attack, for that she was Adopted and given 'Sidewind' to run for the family.
* Humfry, Tony, Tamia Wiston - siblings killed in the raid on 'Sky Hook'
* Ledrarth Shadebasher - Boson of 'Sky Hook' - Taught Z how to dual.
* Grath Battleforest - Captain of 'Wavescipper' - Deceased
* Garkalm Ironlance - Irrosian Battlemage - Taught Z the basics of combat magic - Deceased
=== '''<u>Foes and Enemies</u>''' ===
* Chung Ciao - Pervious Captain of Badstar - Slaver - Deceased
* Sorla Bersk - Brothel owner - Slaver - Deceased
* Captain Nuno Zocrim - Navy Captain of 'Hell's Workhorse' - has been trying to drag Z back to the mainland on charges of Piracy and murder.
la43p2l2aemrqjyve0rus6wcle3j64i
1636
1635
2020-10-02T00:59:52Z
Bigfish312
45956493
/* Family and Friends */
1636
wikitext
text/x-wiki
== Captain Elizabeth Dana Wiston ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
=== '''<u>Description</u>''' ===
==== '''Appearance''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== '''Personal views''' ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== '''<u>Backstory</u>''' ===
==== '''Beginnings''' ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== '''Undue bonds''' ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== '''Flames do more than burn''' ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== '''Triumvirate of power''' ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>'''Black Sails and Bloody decks''' ====
[[File:80019ff18da01bf97d28adeebd055653.jpg|thumb|273x273px]]
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== '''The raise of Badstar''' ====
[[File:Badstar2.jpg|thumb|329x329px]]
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships. After a confrontation between Badstar and two others ships, She has had to be put into dry dock for major repairs.
The Ship is unsuitable for most cargo that the family would usually carry, it simply does not have the cargo space. It is on the other hand, heavily armed with the best cannon her money can buy and now has a reputation for getting high value cargo to its destination unmolested<nowiki/>
=== '''<u>Going forward</u>''' ===
<s>WIP</s>
==== Notable adventures ====
=== '''<u>People in her life</u>''' ===
==== '''Family and Friends''' ====
* Sir Nif Wiston - Father - Head of the family business and in charge of arranging trade deals
* Jane Wiston - Mother - Captain of 'Sky Hook' the largest trading ship in the Wiston fleet.
* Baldus Wiston - Older Brother - Captain of 'Full sails', a Brig that mainly carries bulk wine.
* Jervis and Carlos Wiston - Twin Older brothers - The pair run the family shipyard on the northern coast of the Inner sea.
* Nicolle Wiston - Older sister - Navy officer.
* Gesa Wiston - Adopted sister - saved their mother during a pirate attack, for that she was Adopted and given 'Sidewind' to run for the family.
* Humfry, Tony, Tamia Wiston - siblings killed in the raid on 'Sky Hook'
* Ledrarth Shadebasher - Boson of 'Sky Hook' - Taught Z how to dual.
* Grath Battleforest - Captain of 'Wavescipper' - Deceased
* Garkalm Ironlance - Irrosian Battlemage - Taught Z the basics of combat magic - Deceased
==== '''Foes and Enemies''' ====
* Chung Ciao - Pervious Captain of Badstar - Slaver - Deceased
* Sorla Bersk - Brothel owner - Slaver - Deceased
* Captain Nuno Zocrim - Navy Captain of 'Hell's Workhorse' - has been trying to drag Z back to the mainland on charges of Piracy and murder.
==== Adventuring Companions ====
cp1p15fnai0hkbr8acuu0vhu38eje43
1637
1636
2020-10-02T01:00:46Z
Bigfish312
45956493
/* Captain Elizabeth Dana Wiston */
1637
wikitext
text/x-wiki
== ==
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Captain Elizabeth Dana Wiston|image1 = Captian_z.jpg|caption1 = The captain on her ship|row1 = Captain or Z|gender = Female|race = Human|class = Swashbuckler and Magus|alignment = Chaotic/Neutral|deity = NA|age = 26|height = 5'11''|weight = 110LB|hair = Red|eyes = Green}}
=== '''<u>Description</u>''' ===
==== '''Appearance''' ====
Narrow and tall, Elizabeth or ‘Z’ as she prefers to go by has an athletic and lithe build of a master swordsman. Her long falls of her bright red hair are nearly restrained by pins, ties or a ponytail so as not in interfere with her field of view. Several small scars mark her face and arms and face mark her as a long term dualist, the fact none are deep or ugly showing off her skill in the art. Her Bright green eyes miss little and from any of her crew it would sound like she could out shout a hurricane when her temper is up.
==== '''Temperament''' ====
Usually upbeat and full of energy, many of her foes have mistaken the focused calm before her anger boils over as timidness and paid for it with a scar or worse. She is loyal to those who call her Captain or any who have earned her trust and respect and quick to issue a challenge in the defense of such. Her personal views and harsh reactions to people who oppose them often make their way past her mental filters before her common sense can stop it. Coupled with her stubbornness once a line has been drawn, she often gets into confrontations that end in violence of some sort.
==== '''Personal views''' ====
As young as she could remember she was a free woman of the sea, anyone who tries to take that away from her, her crew or others are mortal foes for her. To that end, any meeting or confrontation with slavers will not end well for both parties, legally owned or no. As such any ship of crew caught transporting slaves or officers using slaves to crew their ship will get a long walk off a short plank, she may even let them keep something cheap and heavy from their cargo for the trip.
=== '''<u>Backstory</u>''' ===
==== '''Beginnings''' ====
The Wiston Family name was once well known all around the inner sea as a reliable shipper of valuable low volume goods. All members of the family were raised from an early age to be masters of the waves and a keen mind for business. From there ships Boson who’s showy swordsmanship she loved to watch, the lifelong passion for the way of a dualist began and under his tutelage she quickly found it hard to find anyone but himself that could match her when sparring.
==== '''Undue bonds''' ====
One of the hardest things in her early life was the run along the south side of the inner sea, their ship always taking on a load of slaves for sale in other ports. Many whose only crime for which they became property was being in opposition to their country's leader. She felt for them but her father punished her harshly for freeing just one. From that day she made a vow to herself that she would never leave salvers unpunished, legality or otherwise.
==== '''Flames do more than burn''' ====
Six years later and she is boson herself on the smaller of the family’s three ships, the Brig ‘Waveskipper’ when the ship was attacked in dock by bandits. Her strict training of the crew led to the alarm being raised quickly and the attack being repelled. Many of the attackers had cheaper blackpowder weapons and pointed out a weakness in her style, she could kill any man face to face, but outside arms reach she could do little but weather the fire. Their leader had a revolver which she took as her own and made a point to master its use just as she did her rapier.
==== '''Triumvirate of power''' ====
Later that year their ship fell foul of a storm conjured by magic, though the ship was masterfully built and the crew a well oiled machine it was all they could do to not capsize. If it was not for one passenger they had for this trip, an old wizard of some renown, they would have never made it back to port. She agreed to pay his passage fee out of her own pocket in exchange for teaching her the basics of the arcane. As it turned out, she should have been more specific with her agreement with the canny wizard and he spent the last years of his life in her company, traveling at her expense. It was with Sword, Bullet and Magic that she earned command of a ship of her own, not one handed down by her family.
==== <br>'''Black Sails and Bloody decks''' ====
[[File:80019ff18da01bf97d28adeebd055653.jpg|thumb|273x273px]]
At the age of Twenty the now First Officer Wiston was on duty when the watch called down for sails approaching from behind and gaining fast. Its colouring and lack of pennants marking it as a ship with fell intent and sure enough a warning shot was fired as soon as the tailing ship was in range, kicking up a plume of spray off the port of the ship. This sleek and black sailed warship was not only faster but larger than the brave ‘Waveskipper’ and with regret the Captain ordered the crew to strike sails and hope that it was merely theft they had in mind and not murder.
Sadly, it was not pirates who had run them down, but slavers and as they drew alongside they boasted and jeered of the fate that was to come. With a flash of rage at the threat to her people that it is said causing even the jaded savages took a step back out of reflex, her blade was suddenly in her hand and she knew she would be dead on the deck before she let them take their ship. With a burst of magic and a sudden leap she passed them and was striking at the Slavemaster, shouting to her crew to repel boarders once more as they did for her when she was Boson.
The fight was bloody and not a single one of the people aboard the Waveskipper was left unscarred, the ones that lived at least. If it were not for the fact that the slavers crew was half made up from slaves themselves the day would have been lost, the chance to take up arms to their previous owners too big an opportunity to resist.
She takes a breath as suddenly there are no more foes, the deck around her shin deep in slaver dead and not an inch of her is free of blood, very little of it her own. At her feet, is the Slavemaster, his black heart run through by a single thrust of her rapier. His first officer is down at her back, one of her bullets burst open in his skull. Among the dead on her side are her Captain, his body pierced by several crossbow bolts and half of the people she had called family for the past Eight years.
Hopping up on a box all eyes turn to her, even bloodsoaked as she is, she portrays a striking figure and calls out to the people on deck.
“Brave hearts and strong arms won this day and earned freedom for all of us, I Keep what I kill and I break the chains off those that this scum called property. We met as foes but through this binding of slaver blood we are family, I Rename this ship Badstar for its coming will be an ill omen to all slavers it crosses.”
==== '''The raise of Badstar''' ====
[[File:Badstar2.jpg|thumb|329x329px]]
In the Six years since now Captain Wiston has made a name for herself and her ship as a bane of Slavers and pirates alike. Some nations view her as little more than a pirate for stealing their ‘cargo’ and sinking their ‘trade’ ships. After a confrontation between Badstar and two others ships, She has had to be put into dry dock for major repairs.
The Ship is unsuitable for most cargo that the family would usually carry, it simply does not have the cargo space. It is on the other hand, heavily armed with the best cannon her money can buy and now has a reputation for getting high value cargo to its destination unmolested<nowiki/>
=== '''<u>Going forward</u>''' ===
<s>WIP</s>
==== Notable adventures ====
=== '''<u>People in her life</u>''' ===
==== '''Family and Friends''' ====
* Sir Nif Wiston - Father - Head of the family business and in charge of arranging trade deals
* Jane Wiston - Mother - Captain of 'Sky Hook' the largest trading ship in the Wiston fleet.
* Baldus Wiston - Older Brother - Captain of 'Full sails', a Brig that mainly carries bulk wine.
* Jervis and Carlos Wiston - Twin Older brothers - The pair run the family shipyard on the northern coast of the Inner sea.
* Nicolle Wiston - Older sister - Navy officer.
* Gesa Wiston - Adopted sister - saved their mother during a pirate attack, for that she was Adopted and given 'Sidewind' to run for the family.
* Humfry, Tony, Tamia Wiston - siblings killed in the raid on 'Sky Hook'
* Ledrarth Shadebasher - Boson of 'Sky Hook' - Taught Z how to dual.
* Grath Battleforest - Captain of 'Wavescipper' - Deceased
* Garkalm Ironlance - Irrosian Battlemage - Taught Z the basics of combat magic - Deceased
==== '''Foes and Enemies''' ====
* Chung Ciao - Pervious Captain of Badstar - Slaver - Deceased
* Sorla Bersk - Brothel owner - Slaver - Deceased
* Captain Nuno Zocrim - Navy Captain of 'Hell's Workhorse' - has been trying to drag Z back to the mainland on charges of Piracy and murder.
==== Adventuring Companions ====
r0dm7c8ok528x5lx7rsb2e7320c9tki
Captain Led Teach
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462
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2020-02-05T17:40:28Z
Furhammer
44994368
Created page with "{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brow..."
923
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{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brown|eyes = Gold}}
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2020-02-05T17:41:22Z
Furhammer
44994368
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{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brown|eyes = Gold|image1 = Led-Teach.jpg}}
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2020-02-05T17:52:25Z
Furhammer
44994368
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brown|eyes = Gold|image1 = Led-Teach.jpg|caption1 = "I am not a Pirate."}}
== Appearance ==
A well off young man in search of greater adventure, Led positions himself as the de facto Captain of his crew and Zeppelin, the Elkstone. Led is one to pride himself on maintaining a proud demeanor and appearance, keeping his clothing, equipment, crew and even the deck of the Elkstone in pristine condition believing that the way one is presented second only to the profit ones endeavor will achieve.
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2020-02-05T20:31:02Z
Furhammer
44994368
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brown|eyes = Gold|image1 = Led-Teach.jpg|caption1 = "I am not a Pirate."}}
== Appearance ==
A well off young man in search of greater adventure, Teach positions himself as the de facto Captain of his crew and Zeppelin, the Elkstone. Led is one to pride himself on maintaining a proud demeanor and appearance, keeping his clothing, equipment, crew and even the deck of the Elkstone in pristine condition believing that the way one is presented second only to the profit ones endeavor will achieve.
Teach is one who holds great value in his possessions, his favorite of which he claimed from his previous captain when he took hold of the Elkstone, the [https://docs.google.com/document/d/1G1xSRVTjzfhd8Qlmuva98V2Wxh7yflrKAXV3g12GiqI/edit?usp=sharing Sky King's Pistol].
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2020-02-05T22:45:09Z
Furhammer
44994368
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Led Teach|gender = Male|race = Human|class = Aeronaut Captain|alignment = Chaotic Neutral|age = 19|height = 5'11"|weight = 140lb|hair = Brown|eyes = Gold|image1 = Led-Teach.jpg|caption1 = "I am not a Pirate."}}
== Description ==
A well off young man in search of greater adventure, Teach positions himself as the de facto Captain of his crew and Zeppelin, the Elkstone. Led is one to pride himself on maintaining a proud demeanor and appearance, keeping his clothing, equipment, crew and even the deck of the Elkstone in pristine condition believing that the way one is presented second only to the profit ones endeavor will achieve.
Teach is one who holds great value in his possessions, his favorite of which he claimed from his previous captain when he took hold of the Elkstone, the [https://docs.google.com/document/d/1G1xSRVTjzfhd8Qlmuva98V2Wxh7yflrKAXV3g12GiqI/edit?usp=sharing Sky King's Pistol].
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Cassandra Pavelisia de Veziert
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2020-07-25T09:19:54Z
Geralt Cage
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Created page with "{{Infobox_character|name = Cassandra Pavelisia de Veziert|image = CassandraDeVeziert.jpeg|imagecaption = Cassandra|aliases = Cass|relatives = Father - Alexander Pavel de Vezie..."
1463
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{{Infobox_character|name = Cassandra Pavelisia de Veziert|image = CassandraDeVeziert.jpeg|imagecaption = Cassandra|aliases = Cass|relatives = Father - Alexander Pavel de Veziert
Mother - Atestria de Veziert
Siblings - Sarah Pavelisia de Veziert, Josephine Pavelisia de Veziert, Xavier Pavel de Veziert|affiliation = House de Veziert|birthDate = 17th of Calistril|birthPlace = Taldor|species = Human|gender = Female|height = 5'|weight = 130lbs|eyes = brown}}
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2020-07-25T11:35:11Z
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{{Infobox_character|name = Cassandra Pavelisia de Veziert|image = CassandraDeVeziert.jpeg|imagecaption = Cassandra|aliases = Cass|relatives = Father - Alexander Pavel de Veziert
Mother - Atestria de Veziert
Siblings - Sarah Pavelisia de Veziert, Josephine Pavelisia de Veziert, Xavier Pavel de Veziert|affiliation = House de Veziert|birthDate = 17th of Calistril|birthPlace = Taldor|species = Human|gender = Female|height = 5'|weight = 130lbs|eyes = brown}}
=='''''History'''''==
===='''''The Black Sheep'''''====
Cassandra was born into the noble House de Veziert, a house that had achieved it's status as nobility in Absalom, Taldor, and Qadir primarily via the financial route as merchants. Much to the dismay of her mother especially, she never took well to the proper lifestyle of a noblewoman. She acted out constantly, and took great joy in stealing small items of little to no actual value from the household. It was a game to her, much to the annoyance of her parents and the house servants. Unfortunately for her family, telling her not to take things only made her even more interested in doing it. She was less than an ideal fit for the high society she was forced to partake in, she hated the pretentiousness of it all, and after more than a few instances of her using banquets, balls, and feasts as a means of sneaking off to steal the finest alcohol she could get her hands on from the storeroom, her family simply quit taking her to them, instead electing to leave her home. Her parents and siblings could never understand why she would 'squander her privilege' in favor of being such an 'unruly brat', but although they did not understand her, they did still love her. Cassandra knew that she was loved, but hated that her family refused to accept that perhaps the noble life of sitting around organizing trade arrangements and political displays was simply not for her, and she had a growing resentment of her family for it. One day the air around Cassandra began to smell of scotch, it was faint at first, but it only grew more potent as the days went on. Her father was furious when he discovered it, thinking that she must be stealing it from him, not believing her when she told her that she wasn't, as he could quite literally smell it on her. Neither of them knew the truth.
===='''''A Growing Problem'''''====
Weeks passed, and despite the father hiring guards to ensure she remains in the house and to guard the alcohol under lock, key, and constant supervision, the smell remained with her. Meanwhile, Cassandra was growing incresingly ill. She felt weak, her hands were trembling, her head hammered against the inside of her skull, and nobody rightfully knew what to do. After a few days of the awful migraines, a doctor was called. The doctor did what he could do to ease the pain, but after two weeks of trying in vain to actually cure Cassandra of whatever ailed her, he suggested to Alexander that he try giving her scotch. With Alexander's consent, the doctor made the last mistake of his life. Something awoke in the girl as she downed her drink. She felt the weakness, the trembling, and the headache fading away as she took more, but suddenly she felt something different, an energy bouncing around within her fingertips, waiting for a path to be released. It didn't hurt, however and so she didn't think much of it. The doctor began to theorize that perhaps she was somehow cursed, and that the occasional drink would fix it, but before he could finish the sentence, that energy within Cassandra found a way to be released as she hugged him to thank him for the relief. A bright blue flash of electricity arced from her to him, and before anyone could process what had happened, the man was dead.
===='''''The Curse of Magic'''''====
After the death of the doctor had been dealt with and the family was certain there would be no repercussions for the unfortunate accident, they sought after someone who would better understand what was going on with Cassandra and hopefully be able to help her control it or, if necessary, get rid of it altogether. To that end, they brought in a mage from Osirion. The mage was able to uncover more of the nature of her magic, realizing that the scent in the air around her was a function of the magic in her blood, and also that she was only magically potent when she had been drinking. She didn't need to be drunk to do magic, she simply needed to drink from time to time. When she abstained, she would grow lethargic, weak, and sick all over again. The mage presented the family with a choice. Cassandra could keep her magic and live the rest of her days depending on drink to be a functional person, or she could lose the magic and not need the drink. Cassandra's father immediately told the mage to get rid of the magic, but Cassandra wanted to keep it. A huge argument broke out between Cassandra, her parents, and her siblings, and the mage took the incredibly awkward moment as a sign that he should give the family time to think.
===='''''A Decision to Make'''''====
Over the course of the next few weeks, there was a constant stream of on and off shouting in the household. Cassandra saw her magic as a gift that, while carrying some unfortunate side effects, would be a waste to squander. It could be useful if honed, and could enable her to do incredible things in the world, both for her own enjoyment and for the enrichment of mankind, even for the spreading of the family name and influence. Her mother and father, on the other hand, saw it as a curse with limited upsides. They were upset that the smell and her constant need for the bottle would mean that the family would have to hide her from noble guests, and that the world would see their noble house as having a dirty secret to keep. Her sisters sided with the parents, while her brother thought that this should be Cassandra's decison and Cassandra's alone. Cassandra surprised everyone with an idea. There was a manor in Absalom owned by the family that for most of the year was only occupied by servants keeping the place neat and tidied up whilst tending to the landscape. The manor was used to host guests from time to time, but that was about it. She suggested that she go to Absalom to live in the de Veziert manor there. She'd see to it the place was kept decent, and it could be used as a space for her to live while she figures out how to better control her powers. She would then join up with the Pathfinder Society, using the adventuring life to spread the word of the deeds of House de Veziert further in the world. That way she could keep her magic the way she wanted whilst not being an ugly stain on the family's public image. Her father consented, and with that she made off to Absalom to learn to better control her magic. Meanwhile, she found she had a knack for detective work and a love of her newfound distance from her family. Thus the life of Cassandra Pavelisia de Veziert as a detective and private investigator was begun in earnest. She set about ensuring she always had a large supply of her favorite scotch on hand, as it was quite literally vital for her.
=='''''Appearance'''''==
Cassandra is a small woman, standing at 5 feet tall and having an overall slight frame, her short brown hair not quite raching her shoulders. Despite never having been one for the proper noblewoman's life, she certainly does love the attire, adorning herself in fine luxury clothing even when working, as she loves the feel of it (and admittedly does enjoy looking pretty). She is especially fond of the color blue, for her fabrics, and pure white for her furs.
=='''''Ambitions and Goals'''''==
Cassandra wants to achieve the approval of her family. At her core, that is her number one goal, but she'd never admit it, not even to herself. She is a woman of many goals. She wants to spread her family's name through her deeds as an adventurer. She wants to be a successful adventurer in her own right, not just by using her family name to get ahead in the Pathfinder Society. She wants to find the best scotch in the world (and she does have quite the collection of contenders), she'd also like to one day learn to make it herself, but that's more of a want than a real goal. She's bitter and tired of people thinking of her as someone in need of help with her drinking habit. She, as she sees it, doesn't need help, and just wants to be accepted as she is. She feels that if she can be a successful adventurer, her family will be able to accept her, and so that is what she wants to do.
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{{Infobox_character|name = Cassandra Pavelisia de Veziert|image = CassandraDeVeziert.jpeg|imagecaption = Cassandra|aliases = Cass|relatives = Father - Alexander Pavel de Veziert
Mother - Atestria de Veziert
Siblings - Sarah Pavelisia de Veziert, Josephine Pavelisia de Veziert, Xavier Pavel de Veziert|affiliation = House de Veziert|birthDate = 17th of Calistril|birthPlace = Taldor|species = Human|gender = Female|height = 5'|weight = 130lbs|eyes = brown}}
=='''''History'''''==
===='''''The Black Sheep'''''====
Cassandra was born into the noble House de Veziert, a house that had achieved it's status as nobility in Absalom, Taldor, and Qadir primarily via the financial route as merchants. Much to the dismay o
[[File:Atestria.JPG|thumb|482x482px|Atestria de Veziert]]
f her mother especially, she never took well to the proper lifestyle of a noblewoman. She acted out constantly, and took great joy in stealing small items of little to no actual value from the household. It was a game to her, much to the annoyance of her parents and the house servants. Unfortunately for her family, telling her not to take things only made her even more interested in doing it. She was less than an ideal fit for the high society she was forced to partake in, she hated the pretentiousness of it all, and after more than a few instances of her using banquets, balls, and feasts as a means of sneaking off to steal the finest alcohol she could get her hands on from the storeroom, her family simply quit taking her to them, instead electing to leave her home. Her parents and siblings could never understand why she would 'squander her privilege' in favor of being such an 'unruly brat', but although they did not understand her, they did still love her. Cassandra knew that she was loved, but hated that her family refused to accept that perhaps the noble life of sitting around organizing trade arrangements and political displays was simply not for her, and she had a growing resentment of her family for it. One day the air around Cassandra began to smell of scotch, it was faint at first, but it only grew more potent as the days went on. Her father was furious when he discovered it, thinking that she must be stealing it from him, not believing her when she told her that she wasn't, as he could quite literally smell it on her. Neither of them knew the truth.
===='''''A Growing Problem'''''====
Weeks passed, and despite the father hiring guards to ensure she remains in the house and to guard the alcohol under lock, key, and constant supervision, the smell remained with her. Meanwhile, Cassandra was growing incresingly ill. She felt weak, her hands were trembling, her head hammered against the inside of her skull, and nobody rightfully knew what to do. After a few days of the awful migraines, a doctor was called. The doctor did what he could do to ease the pain, but after two weeks of trying in vain to actually cure Cassandra of whatever ailed her, he suggested to Alexander that he try giving her scotch. With Alexander's consent, the doctor made the last mistake of his life. Something awoke in the girl as she downed her drink. She felt the weakness, the trembling, and the headache fading away as she took more, but suddenly she felt something different, an energy bouncing around within her fingertips, waiting for a path to be released. It didn't hurt, however and so she didn't think much of it. The doctor began to theorize that perhaps she was somehow cursed, and that the occasional drink would fix it, but before he could finish the sentence, that energy within Cassandra found a way to be released as she hugged him to thank him for the relief. A bright blue flash of electricity arced from her to him, and before anyone could process what had happened, the man was dead.
===='''''The Curse of Magic'''''====
After the death of the doctor had been dealt with and the family was certain there would be no repercussions for the unfortunate accident, they sought after someone who would better understand what was going on with Cassandra and hopefully be able to help her control it or, if necessary, get rid of it altogether. To that end, they brought in a mage from Osirion. The mage was able to uncover more of the nature of her magic, realizing that the scent in the air around her was a function of the magic in her blood, and also that she was only magically potent when she had been drinking. She didn't need to be drunk to do magic, she simply needed to drink from time to time. When she abstained, she would grow lethargic, weak, and sick all over again. The mage presented the family with a choice. Cassandra could keep her magic and live the rest of her days depending on drink to be a functional person, or she could lose the magic and not need the drink. Cassandra's father immediately told the mage to get rid of the magic, but Cassandra wanted to keep it. A huge argument broke out between Cassandra, her parents, and her siblings, and the mage took the incredibly awkward moment as a sign that he should give the family time to think.
===='''''A Decision to Make'''''====
Over the course of the next few weeks, there was a constant stream of on and off shouting in the household. Cassandra saw her magic as a gift that, while carrying some unfortunate side effects, would be a waste to squander. It could be useful if honed, and could enable her to do incredible things in the world, both for her own enjoyment and for the enrichment of mankind, even for the spreading of the family name and influence. Her mother and father, on the other hand, saw it as a curse with limited upsides. They were upset that the smell and her constant need for the bottle would mean that the family would have to hide her from noble guests, and that the world would see their noble house as having a dirty secret to keep. Her sisters sided with the parents, while her brother thought that this should be Cassandra's decison and Cassandra's alone. Cassandra surprised everyone with an idea. There was a manor in Absalom owned by the family that for most of the year was only occupied by servants keeping the place neat and tidied up whilst tending to the landscape. The manor was used to host guests from time to time, but that was about it. She suggested that she go to Absalom to live in the de Veziert manor there. She'd see to it the place was kept decent, and it could be used as a space for her to live while she figures out how to better control her powers. She would then join up with the Pathfinder Society, using the adventuring life to spread the word of the deeds of House de Veziert further in the world. That way she could keep her magic the way she wanted whilst not being an ugly stain on the family's public image. Her father consented, and with that she made off to Absalom to learn to better control her magic. Meanwhile, she found she had a knack for detective work and a love of her newfound distance from her family. Thus the life of Cassandra Pavelisia de Veziert as a detective and private investigator was begun in earnest. She set about ensuring she always had a large supply of her favorite scotch on hand, as it was quite literally vital for her.
=='''''Appearance'''''==
[[File:Cassandra.jpg|thumb|310x310px|A portrait of Cassandra hanging in her Absalom manor]]
Cassandra is a small woman, standing at 5 feet tall and having an overall slight frame, her short brown hair not quite raching her shoulders. Despite never having been one for the proper noblewoman's life, she certainly does love the attire, adorning herself in fine luxury clothing even when working, as she loves the feel of it (and admittedly does enjoy looking pretty). She is especially fond of the color blue, for her fabrics, and pure white for her furs.
=='''''Ambitions and Goals'''''==
Cassandra wants to achieve the approval of her family. At her core, that is her number one goal, but she'd never admit it, not even to herself. She is a woman of many goals. She wants to spread her family's name through her deeds as an adventurer. She wants to be a successful adventurer in her own right, not just by using her family name to get ahead in the Pathfinder Society. She wants to find the best scotch in the world (and she does have quite the collection of contenders), she'd also like to one day learn to make it herself, but that's more of a want than a real goal. She's bitter and tired of people thinking of her as someone in need of help with her drinking habit. She, as she sees it, doesn't need help, and just wants to be accepted as she is. She feels that if she can be a successful adventurer, her family will be able to accept her, and so that is what she wants to do.
bfnekdl1ua6yajgz44vyru4yk4h1cu6
1468
1467
2020-07-26T00:05:14Z
Geralt Cage
45990700
1468
wikitext
text/x-wiki
{{Infobox_character|name = Cassandra Pavelisia de Veziert|image = CassandraDeVeziert.jpeg|imagecaption = Cassandra|aliases = Cass|relatives = Father - Alexander Pavel de Veziert
Mother - Atestria de Veziert
Siblings - Sarah Pavelisia de Veziert, Josephine Pavelisia de Veziert, Xavier Pavel de Veziert|affiliation = House de Veziert|birthDate = 17th of Calistril|birthPlace = Taldor|species = Human|gender = Female|height = 5'|weight = 130lbs|eyes = brown}}
=='''''History'''''==
===='''''The Black Sheep'''''====
Cassandra was born into the noble House de Veziert, a house that had achieved it's status as nobility in Absalom, Taldor, and Qadir primarily via the financial route as merchants. Much to the dismay o
[[File:Atestria.JPG|thumb|482x482px|Atestria de Veziert]]
f her mother especially, she never took well to the proper lifestyle of a noblewoman. She acted out constantly, and took great joy in stealing small items of little to no actual value from the household. It was a game to her, much to the annoyance of her parents and the house servants. Unfortunately for her family, telling her not to take things only made her even more interested in doing it. She was less than an ideal fit for the high society she was forced to partake in, she hated the pretentiousness of it all, and after more than a few instances of her using banquets, balls, and feasts as a means of sneaking off to steal the finest alcohol she could get her hands on from the storeroom, her family simply quit taking her to them, instead electing to leave her home. Her parents and siblings could never understand why she would 'squander her privilege' in favor of being such an 'unruly brat', but although they did not understand her, they did still love her. Cassandra knew that she was loved, but hated that her family refused to accept that perhaps the noble life of sitting around organizing trade arrangements and political displays was simply not for her, and she had a growing resentment of her family for it. One day the air around Cassandra began to smell of scotch, it was faint at first, but it only grew more potent as the days went on. Her father was furious when he discovered it, thinking that she must be stealing it from him, not believing her when she told her that she wasn't, as he could quite literally smell it on her. Neither of them knew the truth.
===='''''A Growing Problem'''''====
Weeks passed, and despite the father hiring guards to ensure she remains in the house and to guard the alcohol under lock, key, and constant supervision, the smell remained with her. Meanwhile, Cassandra was growing incresingly ill. She felt weak, her hands were trembling, her head hammered against the inside of her skull, and nobody rightfully knew what to do. After a few days of the awful migraines, a doctor was called. The doctor did what he could do to ease the pain, but after two weeks of trying in vain to actually cure Cassandra of whatever ailed her, he suggested to Alexander that he try giving her scotch. With Alexander's consent, the doctor made the last mistake of his life. Something awoke in the girl as she downed her drink. She felt the weakness, the trembling, and the headache fading away as she took more, but suddenly she felt something different, an energy bouncing around within her fingertips, waiting for a path to be released. It didn't hurt, however and so she didn't think much of it. The doctor began to theorize that perhaps she was somehow cursed, and that the occasional drink would fix it, but before he could finish the sentence, that energy within Cassandra found a way to be released as she hugged him to thank him for the relief. A bright blue flash of electricity arced from her to him, and before anyone could process what had happened, the man was dead.
===='''''The Curse of Magic'''''====
After the death of the doctor had been dealt with and the family was certain there would be no repercussions for the unfortunate accident, they sought after someone who would better understand what was going on with Cassandra and hopefully be able to help her control it or, if necessary, get rid of it altogether. To that end, they brought in a mage from Osirion. The mage was able to uncover more of the nature of her magic, realizing that the scent in the air around her was a function of the magic in her blood, and also that she was only magically potent when she had been drinking. She didn't need to be drunk to do magic, she simply needed to drink from time to time. When she abstained, she would grow lethargic, weak, and sick all over again. The mage presented the family with a choice. Cassandra could keep her magic and live the rest of her days depending on drink to be a functional person, or she could lose the magic and not need the drink. Cassandra's father immediately told the mage to get rid of the magic, but Cassandra wanted to keep it. A huge argument broke out between Cassandra, her parents, and her siblings, and the mage took the incredibly awkward moment as a sign that he should give the family time to think.
===='''''A Decision to Make'''''====
Over the course of the next few weeks, there was a constant stream of on and off shouting in the household. Cassandra saw her magic as a gift that, while carrying some unfortunate side effects, would be a waste to squander. It could be useful if honed, and could enable her to do incredible things in the world, both for her own enjoyment and for the enrichment of mankind, even for the spreading of the family name and influence. Her mother and father, on the other hand, saw it as a curse with limited upsides. They were upset that the smell and her constant need for the bottle would mean that the family would have to hide her from noble guests, and that the world would see their noble house as having a dirty secret to keep. Her sisters sided with the parents, while her brother thought that this should be Cassandra's decison and Cassandra's alone. Cassandra surprised everyone with an idea. There was a manor in Absalom owned by the family that for most of the year was only occupied by servants keeping the place neat and tidied up whilst tending to the landscape. The manor was used to host guests from time to time, but that was about it. She suggested that she go to Absalom to live in the de Veziert manor there. She'd see to it the place was kept decent, and it could be used as a space for her to live while she figures out how to better control her powers. She would then join up with the Pathfinder Society, using the adventuring life to spread the word of the deeds of House de Veziert further in the world. That way she could keep her magic the way she wanted whilst not being an ugly stain on the family's public image. Her father consented, and with that she made off to Absalom to learn to better control her magic. Meanwhile, she found she had a knack for detective work and a love of her newfound distance from her family. Thus the life of Cassandra Pavelisia de Veziert as a detective and private investigator was begun in earnest. She set about ensuring she always had a large supply of her favorite scotch on hand, as it was quite literally vital for her.
=='''''Appearance'''''==
[[File:Cassandra.jpg|thumb|310x310px|A portrait of Cassandra hanging in her Absalom manor]]
Cassandra is a small woman, standing at 5 feet tall and having an overall slight frame, her short brown hair not quite raching her shoulders. Despite never having been one for the proper noblewoman's life, she certainly does love the attire, adorning herself in fine luxury clothing even when working, as she loves the feel of it (and admittedly does enjoy looking pretty). She is especially fond of the color blue, for her fabrics, and pure white for her furs.
=='''''Ambitions and Goals'''''==
Cassandra wants to achieve the approval of her family. At her core, that is her number one goal, but she'd never admit it, not even to herself. She is a woman of many goals. She wants to spread her family's name through her deeds as an adventurer. She wants to be a successful adventurer in her own right, not just by using her family name to get ahead in the Pathfinder Society. She wants to find the best scotch in the world (and she does have quite the collection of contenders), she'd also like to one day learn to make it herself, but that's more of a want than a real goal. She's bitter and tired of people thinking of her as someone in need of help with her drinking habit. She, as she sees it, doesn't need help, and just wants to be accepted as she is. She feels that if she can be a successful adventurer, her family will be able to accept her, and so that is what she wants to do.
=='''''Noble House de Veziert'''''==
House de Veziert is a family that runs a large scale trading company. Through commercial success and more than a few clever arrangements, the family has achieved the status of nobility in Absalom, Taldor, and Qadir, with intent to spread the nobility further.
===='''''History of the de Veziert Trading Company'''''====
The de Veziert family began its business as sellers of fine luxury fabrics. Initially they sold fabrics locally, but were eventually able to secure contracts to sell fabrics to larger scale high-end clothiers. Using money from the larger contracts they were slowly able to piece together, they began selling hgh quality furs as well. Once they had more money, they began producing clothing and various fur or fabric accessories of their own, and found success doing so. Slowly but surely the trading company branched out further and further into different markets, and today the brand is known for producing high end commodities, including but not limited to watches, clocks, furniture, rugs, luxury clothes, shoes, various forms of alcohol (of which their Black Spiced Rum is the most popular, particularly among the wealthier men of the sea), and even fine tableware.
===='''''The Business of the House Today'''''====
The trading company today operates in much the same way it always has. They trade primarily by sea, and are open to being contracted to make shipments for other companies. As part of those contracts, they will take a cut of the sale value, and will demand to know the cost of producing the item. With that information, they'll decide if it's worth cutting into the high end market for that kind of item. As for the family, the de Veziert family still oversees all of the businesses of the company, either through direct blood relatives or through marriage to those overseeing things. The family estate and contractual obligations currently lie with Alexander Pavel de Veziert and his wife Atestria, however the couple for the most part simply delegate much of the decision-making to those in the family who are responsible for the various divisions of the company business, whilst they themselves maintain vetoing power over large decisions, but for the most part busy themselves tending to the political life that comes with the family's noble title. So far, this strategy continues to work quite well for them both politically and commercially.
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Celio Quasalus of House Quasalus
0
468
936
2020-02-16T04:35:19Z
Failquails
45059673
Created page with " <nowiki>{{infobox character | name = Celio Quasalus | image = Tiefling.png | imagecaption = Celio in her court garb | playedby = Failquail | alig..."
936
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Celio Quasalus
| image = Tiefling.png
| imagecaption = Celio in her court garb
| playedby = Failquail
| alignment = LN
| birthDate =
| race = Tiefling
| gender = Female
| height = 5'10''
| weight =
| eyes = Blue
}}</nowiki>
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2020-02-16T04:36:17Z
Failquails
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wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Celio Quasalus
| image = Tiefling.png
| imagecaption = Celio in her court garb
| playedby = Failquail
| alignment = LN
| birthDate =
| race = Tiefling
| gender = Female
| height = 5'10''
| weight =
| eyes = Blue
}}</nowiki>
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2020-02-16T04:37:31Z
Failquails
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text/x-wiki
<nowiki>{{infobox character
| name = Celio Quasalus
| image = Tiefling.png
| imagecaption = Celio in her court garb
| playedby = Failquail
| alignment = LN
| birthDate =
| race = Tiefling
| gender = Female
| height = 5'10''
| weight =
| eyes = Blue
}}</nowiki>
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2020-02-16T05:18:20Z
Failquails
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{{Infobox_character|name = Celio Quasalus|image = Tiefling.png|imagecaption = Celio in her court garb|affiliation = The Quasalus family|marital = Single|birthDate = Unknown|birthPlace = Absalom|species = Tiefling|gender = Female|height = 5'10''|eyes = Blue}}
== Celio Quasalus ==
A relatively silent girl growing up, no one questioned it much till it was revealed she was borderline mute, barely able to raise her voice above a whisper in the best of circumstances. Quickly learning sign language, her voice finally became heard and she began her studies proper at the Arcanamirium, where she avidly pursued the study of her own forms of magic.
In a family of protection and divination mages, Celio chose a different path, long range manipulation of magical forces for destructive purposes. While less than accepting of this, her mother and father both chose to accept it because of her more... apparent features of their families bloodline. She kept out of sight in most family gatherings, occasionally making out of sight services with her families court meetings as a sort of bodyguard.
She did this from time to time, learning her families ways as retained mages, but never being fully given any true responsibilities. As the third daughter in line, and including both her physical and vocal difficulties, she was set to gain nothing from her family in true inheritance. So at age 18 she requested to be allowed to leave the family manor freely, and a small apartment within the Foreign district was given to her as part of this deal. Anything she can gather now on will be by her own hand, her only restrictions being to not besmirch the family name, and to one day raise the families status in some way, shape, or form.
=== The House Quasalus ===
Not the oldest house, but one that has ingratiated itself to many other greater noble houses. It is a house of court mages, retained mages, and other ways of saying mages for hire by those of noble class, a skill that has gained them lesser nobility themselves. Generally specializing in either protective magics or divination magics, one can many times find one of this larger families members in the presence of a nobles court or company, there to erect barriers when needed, or use their divination prowess to attempt and spy on rivals. The family has a secret though, one that they thankfully are able to hide relatively well for the most part. They are all Tieflings, but with such a small amount of the blood in their veins the worst that normally happens is eyes that seem to be strange colors, sharper teeth, or other minor effects. When one that is more obvious is born, they are normally kept in relative secret, given jobs that are less within the public eye or simply around the family manor.
The family has sometimes strenuous ties with the Arcanamirium at times, primarily stemming from their use of less traditional magics, and the practice of whichever traditions of casting that may be more preferred for each individual child born into the family. But, since money can bridge all gaps, younger children of the family are commonly sent to the place of learning to study various forms of magic so that they may choose a path of their own, although following family tradition is always *heavily* implied to be the more prudent path.
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{{Infobox_character|name = Celio Quasalus|image = Tiefling.png|imagecaption = Celio in her court garb|affiliation = The Quasalus family|marital = Single|birthDate = Unknown|birthPlace = Absalom|species = Tiefling|gender = Female|height = 5'10''|eyes = Blue}}
== Celio Quasalus ==
A relatively silent girl growing up, no one questioned it much till it was revealed she was borderline mute, barely able to raise her voice above a whisper in the best of circumstances. Quickly learning sign language, her voice finally became heard and she began her studies proper at the Arcanamirium, where she avidly pursued the study of her own forms of magic.
In a family of protection and divination mages, Celio chose a different path, long range manipulation of magical forces for destructive purposes. While less than accepting of this, her mother and father both chose to accept it because of her more... apparent features of their families bloodline. She kept out of sight in most family gatherings, occasionally making out of sight services with her families court meetings as a sort of bodyguard.
She did this from time to time, learning her families ways as retained mages, but never being fully given any true responsibilities. As the third daughter in line, and including both her physical and vocal difficulties, she was set to gain nothing from her family in true inheritance. So at age 18 she requested to be allowed to leave the family manor freely, and a small apartment within the Foreign district was given to her as part of this deal. Anything she can gather now on will be by her own hand, her only restrictions being to not besmirch the family name, and to one day raise the families status in some way, shape, or form.
=== The House Quasalus ===
Not the oldest house, but one that has ingratiated itself to many other greater noble houses. It is a house of court mages, retained mages, and other ways of saying mages for hire by those of noble class, a skill that has gained them lesser nobility themselves. Generally specializing in either protective magics or divination magics, one can many times find one of this larger families members in the presence of a nobles court or company, there to erect barriers when needed, or use their divination prowess to attempt and spy on rivals. The family has a secret though, one that they thankfully are able to hide relatively well for the most part. They are all Tieflings, but with such a small amount of the blood in their veins the worst that normally happens is eyes that seem to be strange colors, sharper teeth, or other minor effects. When one that is more obvious is born, they are normally kept in relative secret, given jobs that are less within the public eye or simply around the family manor.
The family has sometimes strenuous ties with the Arcanamirium at times, primarily stemming from their use of less traditional magics, and the practice of whichever traditions of casting that may be more preferred for each individual child born into the family. But, since money can bridge all gaps, younger children of the family are commonly sent to the place of learning to study various forms of magic so that they may choose a path of their own, although following family tradition is always *heavily* implied to be the more prudent path.
The Quasalus's family's services are available to any who offer proper payment, but there are some middle tier nobles and lower tier nobles who have long term contracts set out, and one of the members is on standby at these locations at all times, but every Saturday it is expected for all family members to attend a breakfast so that their bonds do not weaken too much, but also for the sake of keeping an eye on any of the more troublesome of the family. As well as the trade of information, these meetings are an important source of knowledge for the family and it is not uncommon for written notes to be traded, messages to be passed, and other things more below the table in nature to be shared.
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2020-02-16T06:42:31Z
Failquails
45059673
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wikitext
text/x-wiki
{{Infobox_character|name = Celio Quasalus|image = Tiefling.png|imagecaption = Celio in her court garb|affiliation = The Quasalus family|marital = Single|birthDate = Unknown|birthPlace = Absalom|species = Tiefling|gender = Female|height = 5'10''|eyes = Blue}}
== Celio Quasalus ==
A relatively silent girl growing up, no one questioned it much till it was revealed she was borderline mute, barely able to raise her voice above a whisper in the best of circumstances. Quickly learning sign language, her voice finally became heard and she began her studies proper at the Arcanamirium, where she avidly pursued the study of her own forms of magic.
In a family of protection and divination mages, Celio chose a different path, long range manipulation of magical forces for destructive purposes. While less than accepting of this, her mother and father both chose to accept it because of her more... apparent features of their families bloodline. She kept out of sight in most family gatherings, occasionally making out of sight services with her families court meetings as a sort of bodyguard.
She did this from time to time, learning her families ways as retained mages, but never being fully given any true responsibilities. As the third daughter in line, and including both her physical and vocal difficulties, she was set to gain nothing from her family in true inheritance. So at age 18 she requested to be allowed to leave the family manor freely, and a small apartment within the Foreign district was given to her as part of this deal. Anything she can gather now on will be by her own hand, her only restrictions being to not besmirch the family name, and to one day raise the families status in some way, shape, or form.
=== The House Quasalus ===
Not the oldest house, but one that has ingratiated itself to many other greater noble houses. It is a house of court mages, retained mages, and other ways of saying mages for hire by those of noble class, a skill that has gained them lesser nobility themselves. Generally specializing in either protective magics or divination magics, one can many times find one of this larger families members in the presence of a nobles court or company, there to erect barriers when needed, or use their divination prowess to attempt and spy on rivals. The family has a secret though, one that they thankfully are able to hide relatively well for the most part. They are all Tieflings, but with such a small amount of the blood in their veins the worst that normally happens is eyes that seem to be strange colors, sharper teeth, or other minor effects. When one that is more obvious is born, they are normally kept in relative secret, given jobs that are less within the public eye or simply around the family manor.
The family has sometimes strenuous ties with the Arcanamirium at times, primarily stemming from their use of less traditional magics, and the practice of whichever traditions of casting that may be more preferred for each individual child born into the family. But, since money can bridge all gaps, younger children of the family are commonly sent to the place of learning to study various forms of magic so that they may choose a path of their own, although following family tradition is always *heavily* implied to be the more prudent path.
The Quasalus's family's services are available to any who offer proper payment, but there are some middle tier nobles and lower tier nobles who have long term contracts set out, and one of the members is on standby at these locations at all times, with the exception that every Saturday it is expected for all family members to attend a breakfast so that their bonds do not weaken too much, but also for the sake of keeping an eye on any of the more troublesome of the family. As well as the trade of information, these meetings are an important source of knowledge for the family and it is not uncommon for written notes to be traded, messages to be passed, and other things more below the table in nature to be shared.
b5e89xqu0bfnn5516jlr5mzhy9fd1wy
Cerberus The Ashen
0
224
415
2019-04-29T03:47:30Z
Layfi
39297419
Created page with "[[File:363961.png|thumb|342x342px]] === Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja fr..."
415
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the motto everyday.
: "I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."
: "I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"
: "I am the first into battle, and the last to leave it"
: "I will not be taken prisoner by my free will"
: -I will not surrender those under my command"
: -I will never abandon a companion, though I will honor sacrifice freely given.
: -I will guard the honor of my fellows, both thought and deed, and I will have faith in them.
: -When in doubt, I may force my enemies to surrender, but I am responsible for their lives.
: -I will never refuse a challenge from an equal.
: -I will give honor to worthy enemies, and contempt to the rest.
: -I will suffer death before dishonor.
: -I will be temperate in my actions and moderate in my behavior.
: -I will strive to emulate Iomedae's perfection.
pqcil4l0a07ra9301771nzcpqc4k99c
416
415
2019-04-29T03:56:11Z
Layfi
39297419
416
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the tenets everyday.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 6.
:
r8qsuedwu4r3lep6a8bcklaj3k16mo3
417
416
2019-04-29T04:18:31Z
Layfi
39297419
417
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the tenets everyday.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 6 is when the combat training and basics in magic began, this is when she had her first interaction, when she noticed she wasn't a human like the majority of them. And this is when she was taught who and what are the enemies.
:'''"Evil acts. Fiendish beings. Devils. All who violate our way of life must be rooted out at the core and eliminated."'''
:
:
At this time she learned and met what were told to her to be companions. She rather enjoyed their interactions, on this day and every day after she repeated the tenets regarding companionship with more passion.
'''"I will never abandon a companion."'''
'''"I will will guard the honor of my friends."'''
'''"I will not surrender out comrades"'''
Age 7
"Sir! There was a monster! It was in the place with all the lights, I turned around and saw it, big black goopy thing!" "All right, let's go see this monster then."
"But it was here..."
"You shouldn't lie about such things! It will not be tolerated again, child."
He left, she watched, seeing his shadow as he walked. Looking down to see hers, gone. She was given a book of the faith, in hopes to inspire no such pranks again. For the first time in a while she started repeating the tenets word for word instead of from how she felt about it.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 9, she found a book. A book entailing Fiendish race. A section citing tieflings, explaining their evil descents and false idols. This was the last time she read a book.
Age 10, she discovered the monster, staring down at her shadow, a mass of tendrils and echos shaped within, when she moved it move. It would disappear, each time it returned. It was different. After this event she reflected heavily on what she is, as not a holy race. In her eyes, a shadow of a monster.
''' "I will be temperate in my actions and moderate in my behavior."'''
'''"I will strive to emulate Iomedae's Perfection"'''
Age 11. She was at the shore, looking over the ocean, a text in her grasp, looking unto the water.
''"I will suffer death before dishonor.."''
She fell into the ocean. And was not seen by the Church again.
After this she washed ashore a island, after regaining consciousness, she found her way to a cave where she stayed within for the next 6 years. Then she was found by a cargo vessel, they took her aboard. And it sailed to deliver its cargo at Absalom.
oyqlunk5npg3muv2ug5khzvn3ta66za
426
417
2019-04-29T15:59:16Z
Layfi
39297419
426
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the tenets everyday.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 6 is when the combat training and basics in magic began, this is when she had her first interaction, when she noticed she wasn't a human like the majority of them. And this is when she was taught who and what are the enemies.
:'''"Evil acts. Fiendish beings. Devils. All who violate our way of life must be rooted out at the core and eliminated."'''
:
:
At this time she learned and met what were told to her to be companions. She rather enjoyed their interactions, on this day and every day after she repeated the tenets regarding companionship with more passion.
'''"I will never abandon a companion."'''
'''"I will will guard the honor of my friends."'''
'''"I will not surrender out comrades"'''
Age 7
"Sir! There was a monster! It was in the place with all the lights, I turned around and saw it, big black goopy thing!" "All right, let's go see this monster then."
"But it was here..."
"You shouldn't lie about such things! It will not be tolerated again, child."
He left, she watched, seeing his shadow as he walked. Looking down to see hers, gone. She was given a book of the faith, in hopes to inspire no such pranks again. For the first time in a while she started repeating the tenets word for word instead of from how she felt about it.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 9, she found a book. A book entailing Fiendish race. A section citing tieflings, explaining their evil descents and false idols. This was the last time she read a book.
Age 10, she discovered the monster, staring down at her shadow, a mass of tendrils and echos shaped within, when she moved it move. It would disappear, each time it returned. It was different. After this event she reflected heavily on what she is, as not a holy race. In her eyes, a shadow of a monster.
''' "I will be temperate in my actions and moderate in my behavior."'''
'''"I will strive to emulate Iomedae's Perfection"'''
Age 11. She was at the shore, looking over the ocean, a text in her grasp, looking unto the water.
''"I will suffer death before dishonor.."''
She fell into the ocean. And was not seen by the Church again.
After this she washed ashore a island, after regaining consciousness, she found her way to a cave where she stayed within for the next 6 years. Then she was found by a cargo vessel, they took her aboard. And it sailed to deliver its cargo at Absalom.
== Personality ==
Most of the time in public face, Cerberus is a happy go lucky, loving girl. Generally oblivion to most social situations. She loves interacting with people with all her heart, it is her favorite thing to do. She has a disdain towards any race showing any physical characteristics that can be seen as fiendish or inhuman, though that alone will not provoke hostile intent.
4dmp5jwwvtq8opoyb7vzmwjpac2e7wv
427
426
2019-04-29T16:06:43Z
Layfi
39297419
427
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the tenets everyday.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 6 is when the combat training and basics in magic began, this is when she had her first interaction, when she noticed she wasn't a human like the majority of them. And this is when she was taught who and what are the enemies.
:'''"Evil acts. Fiendish beings. Devils. All who violate our way of life must be rooted out at the core and eliminated."'''
:
:
At this time she learned and met what were told to her to be companions. She rather enjoyed their interactions, on this day and every day after she repeated the tenets regarding companionship with more passion.
'''"I will never abandon a companion."'''
'''"I will will guard the honor of my friends."'''
'''"I will not surrender out comrades"'''
Age 7
"Sir! There was a monster! It was in the place with all the lights, I turned around and saw it, big black goopy thing!" "All right, let's go see this monster then."
"But it was here..."
"You shouldn't lie about such things! It will not be tolerated again, child."
He left, she watched, seeing his shadow as he walked. Looking down to see hers, gone. She was given a book of the faith, in hopes to inspire no such pranks again. For the first time in a while she started repeating the tenets word for word instead of from how she felt about it.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 9, she found a book. A book entailing Fiendish race. A section citing tieflings, explaining their evil descents and false idols. This was the last time she read a book.
Age 10, she discovered the monster, staring down at her shadow, a mass of tendrils and echos shaped within, when she moved it move. It would disappear, each time it returned. It was different. After this event she reflected heavily on what she is, as not a holy race. In her eyes, a shadow of a monster.
''' "I will be temperate in my actions and moderate in my behavior."'''
'''"I will strive to emulate Iomedae's Perfection"'''
Age 11. She was at the shore, looking over the ocean, a text in her grasp, looking unto the water.
''"I will suffer death before dishonor.."''
She fell into the ocean. And was not seen by the Church again.
After this she washed ashore a island, after regaining consciousness, she found her way to a cave where she stayed within for the next 6 years. Then she was found by a cargo vessel, they took her aboard. And it sailed to deliver its cargo at Absalom.
== Personality ==
Most of the time in public face, Cerberus is a happy go lucky, loving girl. Generally oblivion to most social situations. She loves interacting with people with all her heart, it is her favorite thing to do. She has a disdain towards any race showing any physical characteristics that can be seen as fiendish or inhuman, though that alone will not provoke hostile intent. In social situations where there are a lot of people, Cerberus will usually just leave, if this is not a option, she will try to avoid contact with others until the number of people shorten. In privacy Cerberus acts more like a quiet loner, and despite wanting people to surround her will almost always do nothing in the way of accomplishing that herself and will just sit and wait for someone to talk to her instead. In her privacy she worships Selket over her previous deity. She does this to forget and ignore the trauma she inflicted on herself. In combat Cerberus is a calculative front line fighter, who's main priority is protecting whoever she is with, if she is alone she will still charge as the front line. Still invoking her old teachings to the heart. Unable to forget.
cmv7nxgfrvcs7su9v8pahdhza9r4fot
428
427
2019-04-29T16:07:37Z
Layfi
39297419
428
wikitext
text/x-wiki
[[File:363961.png|thumb|342x342px]]
=== Cerberus's appearance was thought of and modeled after I thought of a "Inquisitor" the first thing that came to mind is Neia Baraja from overlord. Her appearance is that of this image generally with tiefling characteristics, horns that round from the front to the back, human like skin pigmentation, more erratic hair, a tail, that of the typical tiefling. One day I will learn how to draw and draw a picture of her. ===
Cerberus born in the year 4702. Her parents are unknown, almost certainly dead. Shortly after her birth she was taken into the Church of Iomedae. Where she was raised there to follow their teachings and trained to be a warrior for the crusade. She remained in their care until she was 11, of en which the accounts of will be recorded here.
Age 5 the indoctrination was done, teaching began. From this point onward, she was to repeat the tenets everyday.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 6 is when the combat training and basics in magic began, this is when she had her first interaction, when she noticed she wasn't a human like the majority of them. And this is when she was taught who and what are the enemies.
:'''"Evil acts. Fiendish beings. Devils. All who violate our way of life must be rooted out at the core and eliminated."'''
:
:
At this time she learned and met what were told to her to be companions. She rather enjoyed their interactions, on this day and every day after she repeated the tenets regarding companionship with more passion.
'''"I will never abandon a companion."'''
'''"I will will guard the honor of my friends."'''
'''"I will not surrender out comrades"'''
Age 7
"Sir! There was a monster! It was in the place with all the lights, I turned around and saw it, big black goopy thing!" "All right, let's go see this monster then."
"But it was here..."
"You shouldn't lie about such things! It will not be tolerated again, child."
He left, she watched, seeing his shadow as he walked. Looking down to see hers, gone. She was given a book of the faith, in hopes to inspire no such pranks again. For the first time in a while she started repeating the tenets word for word instead of from how she felt about it.
: '''"I will learn the weight of my sword. Without my heart to guide it, it is worthless-my strength is not in my sword, but in my heart. If I lose my sword, I have lost a tool. If I betray my heart, I have died."'''
: '''"I will have faith in the Inheritor. I will channel her strength through my body. I will shine in her legion, and i will not tarnish her glory through base actions"'''
: '''"I am the first into battle, and the last to leave it"'''
: '''"I will not be taken prisoner by my free will"'''
: '''"I will not surrender those under my command"'''
: "'''I will never abandon a companion, though I will honor sacrifice freely given"'''
: "'''I will guard the honor of my fellows, both thought and deed, and I will have faith in them"'''
: "'''When in doubt, I may force my enemies to surrender, but I am responsible for their lives"'''
: "'''I will never refuse a challenge from an equal"'''
: "'''I will give honor to worthy enemies, and contempt to the rest"'''
: "'''I will suffer death before dishonor"'''
: "'''I will be temperate in my actions and moderate in my behavior"'''
: "'''I will strive to emulate Iomedae's perfection"'''
Age 9, she found a book. A book entailing Fiendish race. A section citing tieflings, explaining their evil descents and false idols. This was the last time she read a book.
Age 10, she discovered the monster, staring down at her shadow, a mass of tendrils and echos shaped within, when she moved it move. It would disappear, each time it returned. It was different. After this event she reflected heavily on what she is, as not a holy race. In her eyes, a shadow of a monster.
''' "I will be temperate in my actions and moderate in my behavior."'''
'''"I will strive to emulate Iomedae's Perfection"'''
Age 11. She was at the shore, looking over the ocean, a text in her grasp, looking unto the water.
''"I will suffer death before dishonor.."''
She fell into the ocean. And was not seen by the Church again.
After this she washed ashore a island, after regaining consciousness, she found her way to a cave where she stayed within for the next 6 years. Then she was found by a cargo vessel, they took her aboard. And it sailed to deliver its cargo at Absalom.
== Personality ==
Most of the time in public face, Cerberus is a happy go lucky, loving girl. Generally oblivion to most social situations. She loves interacting with people with all her heart, it is her favorite thing to do. She has a disdain towards any race showing any physical characteristics that can be seen as fiendish or inhuman, though that alone will not provoke hostile intent. In social situations where there are a lot of people, Cerberus will usually just leave, if this is not a option, she will try to avoid contact with others until the number of people shorten. In privacy Cerberus acts more like a quiet loner, and despite wanting people to surround her will almost always do nothing in the way of accomplishing that herself and will just sit and wait for someone to talk to her instead. In her privacy she worships Selket over her previous deity. She does this to forget and ignore the trauma she inflicted on herself. In combat Cerberus is a calculative front line fighter, who's main priority is protecting whoever she is with, if she is alone she will still charge as the front line. Still invoking her old teachings to the heart. Unable to forget, for Cerberus's greatest fear is herself.
b5dcyyd536nqc0mdk7kjd5tfibgnynf
Cernunnos Fowler
0
144
242
2018-10-29T00:52:47Z
RunelordHades
35605102
RunelordHades moved page [[Cernunnos Fowler]] to [[Flint Gray]]
242
wikitext
text/x-wiki
#REDIRECT [[Flint Gray]]
dbviyaisde2blsgr1oehuc8yawf5jyd
Charlie Winchester
0
514
1060
2020-03-02T08:19:00Z
ZenTheMan01
38690496
Created page with "{{ATCOS_Character_Infobox|title1 = Charles "Charlie" Winchester|image1 = Charlie.jpg|gender = Male|race = Human (Demigod)|class = Chosen One Paladin / Dual-Cursed Oracle|align..."
1060
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Charles "Charlie" Winchester|image1 = Charlie.jpg|gender = Male|race = Human (Demigod)|class = Chosen One Paladin / Dual-Cursed Oracle|alignment = Lawful Good|deity = Shelyn|age = 19|height = 6'1"|weight = 149lbs|hair = Brown|eyes = Red}}''"I have to say, this whole demigod thing is rather... overwhelming. Nonetheless, I have been called, and I shall answer! Gotta trust in the power of love, right?"''
== History ==
== Personality ==
== Friends/Allies ==
== Enemies ==
sh7ghpvfe4twknq17c1d7ukwbdeh7ep
1121
1060
2020-03-19T21:56:34Z
ZenTheMan01
38690496
1121
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Charles "Charlie" Winchester|image1 = Charlie.jpg|gender = Male|race = Human (Demigod)|class = Chosen One Paladin / Entropic Sage Hedgewitch|alignment = Lawful Good|deity = Shelyn|age = 19|height = 6'1"|weight = 149lbs|hair = Brown|eyes = Red}}''"I have to say, this whole demigod thing is rather... overwhelming. Nonetheless, I have been called, and I shall answer! Gotta trust in the power of love, right?"''
== History ==
== Personality ==
== Friends/Allies ==
== Enemies ==
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Chimamire Chimonko
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{{Asteron's_Infobox|image1=https://cdn.discordapp.com/attachments/448518932358365185/816501677934772234/113896.png|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}{{Infobox_character}}
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{{Asteron's_Infobox|image1=Chimamire|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}{{Infobox_character}}
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{{Asteron's_Infobox|image1=Chimamire Chimonko|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}{{Infobox_character}}
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{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}{{Infobox_character}}
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{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}
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{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}
== Appearance ==
Chimamire is a short, pale oni-blooded tiefling with small nubs for horns. Her eyes are a bright cyan, and her steely-grey hair is tied up in an ornate Tian hairstyle. This, coupled with her expensive silken robes, gives her quite the noble air, though her fingernails and toes are bright crimson, ending in cruel, wicked-looking nails, and her mouth is full of sharp fangs. She speaks in an incredibly formal, polite fashion when in the company of others, though always seems somewhat distracted.
Her robes, the Hemorrhagic Kimono[https://docs.google.com/spreadsheets/d/1TOHANcgRT9vKeX6C0dI7wyh4Mphdx8Dse-CZ-b89GoQ/edit?usp=sharing] , are white and silken. They act as a focus to improve the power of blood and death magics, and absorb blood and life essence both, converting them into brilliant red and blue decorations respectively.
<br />
== Personality ==
Being the direct daughter of Chimon, the Hunter of Blood, Chimamire is strongly affected by the lust for blood and violence that drove her father to the unhallowed status of Oni Daimyo. Instead of falling into depravity or rejecting this nature entirely, however, Chimamire attempts to slake her thirst by following all legally and societally sanctioned methods, such as arenas, duels, and mercenary work. She forces herself to be polite and courteous to others, though such a facade can crumble when in the heat of battle or when she feels hunger pangs. Additionally, she has trouble seeing social cues, and can be an unnerving figure to associate with until her true nature is understood.
<br />
== Early Life ==
Chimamire is the sole daughter of the Oni Daimyo, Chimon, Hunter of Blood.[https://pathfinderwiki.com/wiki/Chimon] The unholy circumstances surrounding her birth no doubt fall well into line of the atrocities such creatures are known for. However, as Chimon set about raising his daughter in his image, mischievous fey residing within the Forest of Spirits snatched her away! For thirteen years, the child was kept away from the Hunter of Blood as they enacted their great prank. They raised her to respect the sanctity of laws and to consider the will of others. Such dastardly tricksters!
At the end of those thirteen years, Chimamire returned to her father almost a different woman entirely! She retained her father's bloodthirst but no longer did she relish in wanton cruelty, chaos, and destruction. The girl instead spouted such nonsense as 'That is illegal' and would reject the idea of hunting humans for sport! Even with his daughter going through quite the rebellious stage, Chimon continued to love her, and the two lived together in the Forest of Spirits, as father and daughter do. The two maintain a loving relationship to this very day.
To slake her thirst for death and destruction, however, Chimamire needed to find some manner of interacting within the scope of the law. In her quest, she came across the concept of a 'Sanctioned Killer'. They went by many titles. 'Executioner', 'Mercenary', 'Adventurer', but in the end, they were all the same! How splendid! Now a grown woman, Oni Princess Chimamire has moved out of her Father's home, ready to make her mark on the world as a Mercenary for hire!
<br />
== Adventures ==
To be filled!
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1835
2021-03-19T22:45:06Z
Wuffgruffle
39847899
/* Adventures */
1869
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{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}
== Appearance ==
Chimamire is a short, pale oni-blooded tiefling with small nubs for horns. Her eyes are a bright cyan, and her steely-grey hair is tied up in an ornate Tian hairstyle. This, coupled with her expensive silken robes, gives her quite the noble air, though her fingernails and toes are bright crimson, ending in cruel, wicked-looking nails, and her mouth is full of sharp fangs. She speaks in an incredibly formal, polite fashion when in the company of others, though always seems somewhat distracted.
Her robes, the Hemorrhagic Kimono[https://docs.google.com/spreadsheets/d/1TOHANcgRT9vKeX6C0dI7wyh4Mphdx8Dse-CZ-b89GoQ/edit?usp=sharing] , are white and silken. They act as a focus to improve the power of blood and death magics, and absorb blood and life essence both, converting them into brilliant red and blue decorations respectively.
<br />
== Personality ==
Being the direct daughter of Chimon, the Hunter of Blood, Chimamire is strongly affected by the lust for blood and violence that drove her father to the unhallowed status of Oni Daimyo. Instead of falling into depravity or rejecting this nature entirely, however, Chimamire attempts to slake her thirst by following all legally and societally sanctioned methods, such as arenas, duels, and mercenary work. She forces herself to be polite and courteous to others, though such a facade can crumble when in the heat of battle or when she feels hunger pangs. Additionally, she has trouble seeing social cues, and can be an unnerving figure to associate with until her true nature is understood.
<br />
== Early Life ==
Chimamire is the sole daughter of the Oni Daimyo, Chimon, Hunter of Blood.[https://pathfinderwiki.com/wiki/Chimon] The unholy circumstances surrounding her birth no doubt fall well into line of the atrocities such creatures are known for. However, as Chimon set about raising his daughter in his image, mischievous fey residing within the Forest of Spirits snatched her away! For thirteen years, the child was kept away from the Hunter of Blood as they enacted their great prank. They raised her to respect the sanctity of laws and to consider the will of others. Such dastardly tricksters!
At the end of those thirteen years, Chimamire returned to her father almost a different woman entirely! She retained her father's bloodthirst but no longer did she relish in wanton cruelty, chaos, and destruction. The girl instead spouted such nonsense as 'That is illegal' and would reject the idea of hunting humans for sport! Even with his daughter going through quite the rebellious stage, Chimon continued to love her, and the two lived together in the Forest of Spirits, as father and daughter do. The two maintain a loving relationship to this very day.
To slake her thirst for death and destruction, however, Chimamire needed to find some manner of interacting within the scope of the law. In her quest, she came across the concept of a 'Sanctioned Killer'. They went by many titles. 'Executioner', 'Mercenary', 'Adventurer', but in the end, they were all the same! How splendid! Now a grown woman, Oni Princess Chimamire has moved out of her Father's home, ready to make her mark on the world as a Mercenary for hire!
<br />
== Adventures ==
'''The Saga of Bloodied Bandits:'''
<br />
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1870
1869
2021-03-19T22:45:40Z
Wuffgruffle
39847899
/* Adventures */
1870
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{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}
== Appearance ==
Chimamire is a short, pale oni-blooded tiefling with small nubs for horns. Her eyes are a bright cyan, and her steely-grey hair is tied up in an ornate Tian hairstyle. This, coupled with her expensive silken robes, gives her quite the noble air, though her fingernails and toes are bright crimson, ending in cruel, wicked-looking nails, and her mouth is full of sharp fangs. She speaks in an incredibly formal, polite fashion when in the company of others, though always seems somewhat distracted.
Her robes, the Hemorrhagic Kimono[https://docs.google.com/spreadsheets/d/1TOHANcgRT9vKeX6C0dI7wyh4Mphdx8Dse-CZ-b89GoQ/edit?usp=sharing] , are white and silken. They act as a focus to improve the power of blood and death magics, and absorb blood and life essence both, converting them into brilliant red and blue decorations respectively.
<br />
== Personality ==
Being the direct daughter of Chimon, the Hunter of Blood, Chimamire is strongly affected by the lust for blood and violence that drove her father to the unhallowed status of Oni Daimyo. Instead of falling into depravity or rejecting this nature entirely, however, Chimamire attempts to slake her thirst by following all legally and societally sanctioned methods, such as arenas, duels, and mercenary work. She forces herself to be polite and courteous to others, though such a facade can crumble when in the heat of battle or when she feels hunger pangs. Additionally, she has trouble seeing social cues, and can be an unnerving figure to associate with until her true nature is understood.
<br />
== Early Life ==
Chimamire is the sole daughter of the Oni Daimyo, Chimon, Hunter of Blood.[https://pathfinderwiki.com/wiki/Chimon] The unholy circumstances surrounding her birth no doubt fall well into line of the atrocities such creatures are known for. However, as Chimon set about raising his daughter in his image, mischievous fey residing within the Forest of Spirits snatched her away! For thirteen years, the child was kept away from the Hunter of Blood as they enacted their great prank. They raised her to respect the sanctity of laws and to consider the will of others. Such dastardly tricksters!
At the end of those thirteen years, Chimamire returned to her father almost a different woman entirely! She retained her father's bloodthirst but no longer did she relish in wanton cruelty, chaos, and destruction. The girl instead spouted such nonsense as 'That is illegal' and would reject the idea of hunting humans for sport! Even with his daughter going through quite the rebellious stage, Chimon continued to love her, and the two lived together in the Forest of Spirits, as father and daughter do. The two maintain a loving relationship to this very day.
To slake her thirst for death and destruction, however, Chimamire needed to find some manner of interacting within the scope of the law. In her quest, she came across the concept of a 'Sanctioned Killer'. They went by many titles. 'Executioner', 'Mercenary', 'Adventurer', but in the end, they were all the same! How splendid! Now a grown woman, Oni Princess Chimamire has moved out of her Father's home, ready to make her mark on the world as a Mercenary for hire!
<br />
== Adventures ==
'''- To be added'''
<br />
r5qtbr1tfks76rilv61ddy7zelcc9y1
1871
1870
2021-03-19T22:50:49Z
Wuffgruffle
39847899
/* Adventures */
1871
wikitext
text/x-wiki
{{Asteron's_Infobox|image1=Chimamire_Chimonko.jpg|played_by=Wuff|full_name=Chimamire Chimonko|birthday=04/02/4622|alignment=Lawful Evil|class=Conscript / Incanter|occupation=Legally Sanctioned Murderer (Adventurer)|status=Active|race=Oni-Spawn Tiefling|gender=Female|age=99|height=5'0" (152cm)|weight=89lb (40kg)|hair_color=Steel Grey|eye_color=Cyan|notable_features=Small nub horns, stained red fingers and toes, claw-like nails.}}
== Appearance ==
Chimamire is a short, pale oni-blooded tiefling with small nubs for horns. Her eyes are a bright cyan, and her steely-grey hair is tied up in an ornate Tian hairstyle. This, coupled with her expensive silken robes, gives her quite the noble air, though her fingernails and toes are bright crimson, ending in cruel, wicked-looking nails, and her mouth is full of sharp fangs. She speaks in an incredibly formal, polite fashion when in the company of others, though always seems somewhat distracted.
Her robes, the Hemorrhagic Kimono[https://docs.google.com/spreadsheets/d/1TOHANcgRT9vKeX6C0dI7wyh4Mphdx8Dse-CZ-b89GoQ/edit?usp=sharing] , are white and silken. They act as a focus to improve the power of blood and death magics, and absorb blood and life essence both, converting them into brilliant red and blue decorations respectively.
<br />
== Personality ==
Being the direct daughter of Chimon, the Hunter of Blood, Chimamire is strongly affected by the lust for blood and violence that drove her father to the unhallowed status of Oni Daimyo. Instead of falling into depravity or rejecting this nature entirely, however, Chimamire attempts to slake her thirst by following all legally and societally sanctioned methods, such as arenas, duels, and mercenary work. She forces herself to be polite and courteous to others, though such a facade can crumble when in the heat of battle or when she feels hunger pangs. Additionally, she has trouble seeing social cues, and can be an unnerving figure to associate with until her true nature is understood.
<br />
== Early Life ==
Chimamire is the sole daughter of the Oni Daimyo, Chimon, Hunter of Blood.[https://pathfinderwiki.com/wiki/Chimon] The unholy circumstances surrounding her birth no doubt fall well into line of the atrocities such creatures are known for. However, as Chimon set about raising his daughter in his image, mischievous fey residing within the Forest of Spirits snatched her away! For thirteen years, the child was kept away from the Hunter of Blood as they enacted their great prank. They raised her to respect the sanctity of laws and to consider the will of others. Such dastardly tricksters!
At the end of those thirteen years, Chimamire returned to her father almost a different woman entirely! She retained her father's bloodthirst but no longer did she relish in wanton cruelty, chaos, and destruction. The girl instead spouted such nonsense as 'That is illegal' and would reject the idea of hunting humans for sport! Even with his daughter going through quite the rebellious stage, Chimon continued to love her, and the two lived together in the Forest of Spirits, as father and daughter do. The two maintain a loving relationship to this very day.
To slake her thirst for death and destruction, however, Chimamire needed to find some manner of interacting within the scope of the law. In her quest, she came across the concept of a 'Sanctioned Killer'. They went by many titles. 'Executioner', 'Mercenary', 'Adventurer', but in the end, they were all the same! How splendid! Now a grown woman, Oni Princess Chimamire has moved out of her Father's home, ready to make her mark on the world as a Mercenary for hire!
<br />
== Adventures ==
'''- The Ballad of the Bloody Bandits'''
Chimamire, along with Imayoi the Kitsune, were called to deal with the bandits that had been plaguing the trade roads around Absalom for several weeks, even going so far as to capture his young daughter in the process. The two bonded on the road to the encampment over their macabre taste in combat, and became good friends as they took turns displaying their artistry for the other to admire. Upon reaching the bandits, the entire camp was slaughtered gruesomely and mercilessly, leaving a horrid mess the likes of which is too visceral to describe. Luckily, the bandits had not harmed the merchant's daughter, only outfitting her with an emotion-suppressing shackle that prevented her from witnessing the no doubt trauma-inducing scene the two had painted.
'''- Magical ♥ Girls: An Awakening!'''
[ Redacted ]
<br />
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Count Marcoli Sacrez
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{{Infobox_character|name = Marcoli Sacrez|image = NPC man token.png|aliases = Count Macroli Sacrez|relatives = Sacrez Family|affiliation = Sacrez Family|marital = Widow|birthDate = ~4680|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 5'8|weight = 150 lbs|eyes = Red}}Count Marcoli Sacrez is not only one of the hundreds of unlanded nobles of Taldor, but of a declining nobline ever since the death of Aroden. A man of ambition, though lacking in proper abilities, he believes he is destined for greatness and has taken to Absalom in the hopes of taking one day the Starstone test, especially after rumors of recent people succeeding it have reached him.
== History ==
===The Sacrez lineage===
The Sacrez lineage gained their nobility among the greatest of Taldor during the era of the 6th Army of Exploration, when Taldor attempted to breach into the Mwangi Expanse and pacify the Gorrila King. Though the Campaign ended up being a disaster, Sacrez' ancestor, a priest of Aroden, proved his valor in the ruins of Nagisa and gained his title. Marcoli can directly trace his descendence to the hero, as is required in many cases for the bloated Taldorian bureaucracy.
Once landed, the family made its fame and wealth by becoming itself an entire part of the Arodenite faith, collecting tithes and supplying exotic materials for the more complex rituals concerning the Human god. As time passed and the wealth of Taldor was depleted over the next 2,000 years, the family was already barely clinging to power before the fatal blow that was the death of Aroden. Afterwards, the once great family was reduced to serving as courtiers for those that had learned to adapt, and deeds to the land were rare.
Marcoli is the second son of his faher, and his older brother being an Aasimar still in the prime of his youth, he realized at a young age that he likely never see an inch of land to his name within Taldor.
=== Military career ===
This allowed him to persue a military career in the Taldane Phalanx, where he landed a cushy pen-pushing job thanks to his family's connections, and his career was mostly set. He met his wife shortly after, Lady Nibilia, a Lady-in-Waiting of his superior officer's wife. They both fell in love, but though they both wanted to conceive, Marcoli's cursed luck made him infertile, leaving only adoption as a choice. Sadly, before the process could be completed after years of arduous labor (Marcoli insisted on using legal channels rather than doing what most other nobles did, that is, simply outright buying a child from a commoner), his wife was struck by a runaway caravan and instantly killed. Marcoli left the Taldor Phalanxes to grieve.
=== Midlife crisis ===
Marcoli being alone, forsaken over and over by the Gods, he was ready to give up until the rumors of the Starstone selecting lucky ones came to him. The Gods had challenged him a dozen times over, and he was still there, so this must have meant something, yes? Taking his gear, he set sail for Absalom, where he was hoping that the call of the Starstone would reach to him.
== Other Information ==
=== Personality ===
Though many may think that he is yet just another ambitious nobleman hungry for power (and they wouldn't be entirely wrong), Marcoli has a strong sense of justice as well of right and wrong. He firmly believes in due process, and will stand for anyone's rights, no matter their standing, even those of his enemies. He is also not the wisest man, as despite his views, he can be rash, impulsive and eerily stubborn. When made a friend of, however, he is loyal to the end. He also tends to overestimate his own abilities, believing himself to be on par with any warrior despite his lack of proper training.
=== Physique ===
The one blessing the man has is his prodigious strength. Even in his aging, he could still teach younglings a lesson or two, even if he lacks any technique or finesse. He has sharp, chiseled features and a smile that could be best described as gorgeous. He keeps his hair relatively short and tries to keep it clean, and manages sideburns and a little goatee. Despite being in his middle age, he is full of vitality.
=== Contacts ===
* The Sacrez Family: Once much more powerful in the grand scheme of Taldor, the chaos since the death of Aroden has relegated them to courtiers and knights of landed nobility. This means that they themselves may not have the best of ressources, but that they are in a position to acquire aid should need come.
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{{Infobox_character|name = Marcoli Sacrez|image = NPC man token.png|aliases = Count Macroli Sacrez|relatives = Sacrez Family|affiliation = Sacrez Family|marital = Widow|birthDate = ~4680|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 5'8|weight = 150 lbs|eyes = Red}}Count Marcoli Sacrez is not only one of the hundreds of unlanded nobles of Taldor, but of a declining nobility ever since the death of Aroden. A man of ambition, though lacking in proper abilities, he believes he is destined for greatness and has taken to Absalom in the hopes of taking one day the Starstone test, especially after rumors of recent people succeeding it have reached him.
== History ==
===The Sacrez lineage===
The Sacrez lineage gained their nobility among the greatest of Taldor during the era of the 6th Army of Exploration, when Taldor attempted to breach into the Mwangi Expanse and pacify the Gorrila King. Though the Campaign ended up being a disaster, Sacrez' ancestor, a priest of Aroden, proved his valor in the ruins of Nagisa and gained his title. Marcoli can directly trace his descendence to the hero, as is required in many cases for the bloated Taldorian bureaucracy.
Once landed, the family made its fame and wealth by becoming itself an entire part of the Arodenite faith, collecting tithes and supplying exotic materials for the more complex rituals concerning the Human god. As time passed and the wealth of Taldor was depleted over the next 2,000 years, the family was already barely clinging to power before the fatal blow that was the death of Aroden. Afterwards, the once great family was reduced to serving as courtiers for those that had learned to adapt, and deeds to the land were rare.
Marcoli is the second son of his faher, and his older brother being an Aasimar still in the prime of his youth, he realized at a young age that he likely never see an inch of land to his name within Taldor.
=== Military career ===
This allowed him to persue a military career in the Taldane Phalanx, where he landed a cushy pen-pushing job thanks to his family's connections, and his career was mostly set. He met his wife shortly after, Lady Nibilia, a Lady-in-Waiting of his superior officer's wife. They both fell in love, but though they both wanted to conceive, Marcoli's cursed luck made him infertile, leaving only adoption as a choice. Sadly, before the process could be completed after years of arduous labor (Marcoli insisted on using legal channels rather than doing what most other nobles did, that is, simply outright buying a child from a commoner), his wife was struck by a runaway caravan and instantly killed. Marcoli left the Taldor Phalanxes to grieve.
=== Midlife crisis ===
Marcoli being alone, forsaken over and over by the Gods, he was ready to give up until the rumors of the Starstone selecting lucky ones came to him. The Gods had challenged him a dozen times over, and he was still there, so this must have meant something, yes? Taking his gear, he set sail for Absalom, where he was hoping that the call of the Starstone would reach to him.
== Other Information ==
=== Personality ===
Though many may think that he is yet just another ambitious nobleman hungry for power (and they wouldn't be entirely wrong), Marcoli has a strong sense of justice as well of right and wrong. He firmly believes in due process, and will stand for anyone's rights, no matter their standing, even those of his enemies. He is also not the wisest man, as despite his views, he can be rash, impulsive and eerily stubborn. When made a friend of, however, he is loyal to the end. He also tends to overestimate his own abilities, believing himself to be on par with any warrior despite his lack of proper training.
=== Physique ===
The one blessing the man has is his prodigious strength. Even in his aging, he could still teach younglings a lesson or two, even if he lacks any technique or finesse. He has sharp, chiseled features and a smile that could be best described as gorgeous. He keeps his hair relatively short and tries to keep it clean, and manages sideburns and a little goatee. Despite being in his middle age, he is full of vitality.
=== Contacts ===
* The Sacrez Family: Once much more powerful in the grand scheme of Taldor, the chaos since the death of Aroden has relegated them to courtiers and knights of landed nobility. This means that they themselves may not have the best of ressources, but that they are in a position to acquire aid should need come.
ivxgeymhs7m8nyh65kelvhfmue9bpek
Craig Behalen
0
533
1087
2020-03-16T04:16:12Z
Genericuser224
45217235
Introducing, Craig!
1087
wikitext
text/x-wiki
<blockquote>'''''"I don't have a condition, or anything, I just prefer darker corners, that's all."'''''</blockquote>
{{ATCOS_Character_Infobox|title1 = Craig Behalen
|image1 = [[File:Craig.jpg|thumb|250px]]
|caption1 = Craig's regular attire
|gender = Male
|race = Half-Elf
|class = Rogue (Shadow Walker)
|alignment = Neutral Good
|age = 23
|height = 5' 7"
|weight = 115 lbs.
|hair = Brown
|eyes = Brown
}}
== '''Appearance''' ==
Craig, at first glance, could easily be pinned as either a reclusive vagrant, or a would-be assassin that really should've chosen another path in life. With his patchwork cloak—made up of varying shades of a dark and muted forest green—and well-worn leather boots, many would likely assume that most of his attire was obtained from the trash of the various shopkeepers he's passed in his travels. Despite his choice in clothing, however, his person is another story. Without his signature cloak to single him out in the daylight, it would take quite a keen eye to pick him out of even a small crowd. His almost perfectly unremarkable figure is nearly a disguise on its own. Brown hair, brown eyes, average build, average height. In truth, unless you'd met the man before, even a detailed description of him would leave you with a multitude of people to fit the bill.
Despite having spent most of his life out of the sunlight, Craig's figure is remarkably healthy. His skin is only slightly paler than the average person's, and his complexion is about as flawless as a commoner's can be—save for the small scar on his right eyebrow. He tends to hide his rough-cut, brown hair beneath his hood, along with the rest of his face—consequently making him appear to be a much shiftier person than he is. On either side of his waist sits his trusted weapons of choice: his dagger and sickle, which he keeps modestly sheathed so as to avoid drawing attention to them. His shortbow and quiver are the only possessions of his that don't reside beneath is cloak. And his hands are wrapped in an aged and well-worn fabric, that definitely could use some cleaning.
=='''Personality'''==
Reclusive and placid best describe Craig's immediate persona, though not for the reasons one might think. As with his appearance, it would be easy to mistake him for a homeless knock-off assassin, or even some run-of-the-mill stoic lone-wolf who lives for brooding like a bard lives for sex. But, in truth, he is quite a welcoming individual... Most of the time. Unfortunately, having been raised by a spiteful ex-rogue, gone town drunkard, he picked up more than just the old man's skills. As a result, if one were to get him going on a tangent about something like, say, most any of the well-established religious groups, they'd find that his colorful language more than makes up for his bland appearance. It should be noted though, that he doesn't despise anyone or anything, he just has some deeply rooted biases. [[File:B08aafd9-6c04-4cae-a293-c07d2ea99417.jpg|thumb|400px|Craig's more creative interpretation of what he looks like.]]
On a more interpersonal level, Craig is a very reliable individual. Despite his tendency to stay in the shadows, he is more than willing to leave them in order to help someone in need. As a self-proclaimed emissary of "The Shadows", he has come to be both a comforting shoulder to cry on, as well as a very dangerous target to lose track of. Should one find themselves in need of a soul to vent to, or deemed as a target by his blade, they would find that one of his most prominent traits is his sheer level of patience. He is more than capable of listening for hours on end, or lying in wait for much longer. Though much of his patience is likely due to his lack of jadedness to the world—contrary to the blunted teachings passed down to him. Much of his life was spent honing his skills, and learning the ways of "The Shadows", leaving very little time to learn more useful skills, such as understanding social cues, or building up a social filter.
=='''History'''==
===Early Life===
Born at a very young age, Craig's parent's left him at the doorstep of an orphanage in a distant village—for reasons that may remain forever unknown. His adoptive father, a man by the name of Medugal Henderson, just so happened to be passing by said orphanage when it happened, and decided to save the poor child from "''a life of politically enforced stupidity, and social brainwashing''", as he put it. The man, who was no more than a drunkard at the time, took Craig into his care, and raised the boy as if he were his own. His first years of life were likely some of the luckiest days he will ever experience, due to issues regarding Medugal's lack of parenting skills and his raging alcoholism. Fortunately for them both, Craig quickly learned how to walk, talk, and disappear spontaniously—which likely took a few years off Medugal's life when his pseudo-parental instincts would kick in. Not long after that, he was learning to speak, which consiquently meant that he was also being taught how the world worked, as seen through his mentor's eyes.
===Learning From the Best===
Underneath all of the jadedness, alchemical-foil-hat conspiracies, and gallons of mead, Medugal proved to be almost another man entirely when it came to the Rogue craft. As it turned out, he had once been an aspiring Dark Lurker Rogue, who abandoned the trade after an aquaintance of his stole most of his belongings and ran off with them. Despite his resentment, though, the passion he once had seemed to reignite as he taught Craig everything he knew, and then some. From basic weapon weilding, to honing his already sharp hiding skills, Medugal made sure the young boy would be ready for the world—even taking extra care to ensure he could hold down his alcohol. But beyond all that, Medugal made sure to engrave one belief above all into his pupil's soul, up until the day he died. And that was to never forsake, or desecrate the shadows with acts of evil. Basic thieving was one thing, but to betray another soul for the sake of gold or power was beyond disgraceful.
===On His Own===
Medugal passed away when Craig was about 19 years old, leaving the young man to fend for himself in the world. It took him some time to adjust to things, but he eventually set out on his own, with only the equipment that had been passed down to him, and his signature patchwork cloak, that had been fasioned mostly from Medugal's old cloak. Traveling in solitude for so long led him to form a stronger connection with the entity he refered to, quite unceremoniously, as "The Shadows"—which he believed to be the combined presence of all darkness, shadow, and even shade in the world. And as his understanding of shadows and darkness deepened, so too did his conviction to cleanse The Shadows of their evil reputaion. From there, it was only a matter of time before the Shadow Walker found his way to Absalom, The City of Secrets.
=='''Relationships'''==
None
=='''Events'''==
None
[[Category:Characters]]
[[Category:Player Characters]]
njnf9nk1yp22vt8tebq1ll0a6q47wpo
1107
1087
2020-03-19T18:52:09Z
Genericuser224
45217235
Cheliax sucks
1107
wikitext
text/x-wiki
<blockquote>'''''"I don't have a condition, or anything, I just prefer darker corners, that's all."'''''</blockquote>
{{ATCOS_Character_Infobox|title1 = Craig Behalen
|image1 = [[File:Craig.jpg|thumb|250px]]
|caption1 = Craig's regular attire
|gender = Male
|race = Half-Elf
|class = Rogue (Shadow Walker)
|alignment = Neutral Good
|age = 23
|height = 5' 7"
|weight = 115 lbs.
|hair = Brown
|eyes = Brown
}}
== '''Appearance''' ==
Craig, at first glance, could easily be pinned as either a reclusive vagrant, or a would-be assassin that really should've chosen another path in life. With his patchwork cloak—made up of varying shades of a dark and muted forest green—and well-worn leather boots, many would likely assume that most of his attire was obtained from the trash of the various shopkeepers he's passed in his travels. Despite his choice in clothing, however, his person is another story. Without his signature cloak to single him out in the daylight, it would take quite a keen eye to pick him out of even a small crowd. His almost perfectly unremarkable figure is nearly a disguise on its own. Brown hair, brown eyes, average build, average height. In truth, unless you'd met the man before, even a detailed description of him would leave you with a multitude of people to fit the bill.
Despite having spent most of his life out of the sunlight, Craig's figure is remarkably healthy. His skin is only slightly paler than the average person's, and his complexion is about as flawless as a commoner's can be—save for the small scar on his right eyebrow. He tends to hide his rough-cut, brown hair beneath his hood, along with the rest of his face—consequently making him appear to be a much shiftier person than he is. On either side of his waist sits his trusted weapons of choice: his dagger and sickle, which he keeps modestly sheathed so as to avoid drawing attention to them. His shortbow and quiver are the only possessions of his that don't reside beneath is cloak. And his hands are wrapped in an aged and well-worn fabric, that definitely could use some cleaning.
=='''Personality'''==
Reclusive and placid best describe Craig's immediate persona, though not for the reasons one might think. As with his appearance, it would be easy to mistake him for a homeless knock-off assassin, or even some run-of-the-mill stoic lone-wolf who lives for brooding like a bard lives for sex. But, in truth, he is quite a welcoming individual... Most of the time. Unfortunately, having been raised by a spiteful ex-rogue, gone town drunkard, he picked up more than just the old man's skills. As a result, if one were to get him going on a tangent about something like, say, most any of the well-established religious groups, they'd find that his colorful language more than makes up for his bland appearance. It should be noted though, that he doesn't despise anyone or anything, he just has some deeply rooted biases. [[File:B08aafd9-6c04-4cae-a293-c07d2ea99417.jpg|thumb|400px|Craig's more creative interpretation of what he looks like.]]
On a more interpersonal level, Craig is a very reliable individual. Despite his tendency to stay in the shadows, he is more than willing to leave them in order to help someone in need. As a self-proclaimed emissary of "The Shadows", he has come to be both a comforting shoulder to cry on, as well as a very dangerous target to lose track of. Should one find themselves in need of a soul to vent to, or deemed as a target by his blade, they would find that one of his most prominent traits is his sheer level of patience. He is more than capable of listening for hours on end, or lying in wait for much longer. Though much of his patience is likely due to his lack of jadedness to the world—contrary to the blunted teachings passed down to him. Much of his life was spent honing his skills, and learning the ways of "The Shadows", leaving very little time to learn more useful skills, such as understanding social cues, or building up a social filter.
=='''History'''==
===Early Life===
Born at a very young age, Craig's parent's left him at the doorstep of an orphanage in a distant village—for reasons that may remain forever unknown. His adoptive father, a man by the name of Medugal Henderson, just so happened to be passing by said orphanage when it happened, and decided to save the poor child from "''a life of politically enforced stupidity, and social brainwashing''", as he put it. The man, who was no more than a drunkard at the time, took Craig into his care, and raised the boy as if he were his own. His first years of life were likely some of the luckiest days he will ever experience, due to issues regarding Medugal's lack of parenting skills and his raging alcoholism. Fortunately for them both, Craig quickly learned how to walk, talk, and disappear spontaniously—which likely took a few years off Medugal's life when his pseudo-parental instincts would kick in. Not long after that, he was learning to speak, which consiquently meant that he was also being taught how the world worked, as seen through his mentor's eyes.
===Learning From the Best===
Underneath all of the jadedness, alchemical-foil-hat conspiracies, and gallons of mead, Medugal proved to be almost another man entirely when it came to the Rogue craft. As it turned out, he had once been an aspiring Dark Lurker Rogue, who abandoned the trade after an aquaintance of his stole most of his belongings and ran off with them. Despite his resentment, though, the passion he once had seemed to reignite as he taught Craig everything he knew, and then some. From basic weapon weilding, to honing his already sharp hiding skills, Medugal made sure the young boy would be ready for the world—even taking extra care to ensure he could hold down his alcohol. But beyond all that, Medugal made sure to engrave one belief above all into his pupil's soul, up until the day he died. And that was to never forsake, or desecrate the shadows with acts of evil. Basic thieving was one thing, but to betray another soul for the sake of gold or power was beyond disgraceful.
===On His Own===
Medugal passed away when Craig was about 19 years old, leaving the young man to fend for himself in the world. It took him some time to adjust to things, but he eventually set out on his own, with only the equipment that had been passed down to him, and his signature patchwork cloak, that had been fasioned mostly from Medugal's old cloak. Traveling in solitude for so long led him to form a stronger connection with the entity he refered to, quite unceremoniously, as "The Shadows"—which he believed to be the combined presence of all darkness, shadow, and even shade in the world. And as his understanding of shadows and darkness deepened, so too did his conviction to cleanse The Shadows of their evil reputaion. From there, it was only a matter of time before the Shadow Walker found his way to Absalom, The City of Secrets.
=='''Relationships'''==
* Dating a secretive kitsune, by the name of Kasumi. They met on his second day and hit it off from there, where they realized they needed one another very much.
=='''Events'''==
* Got roped into the apocalypse, when Cheliax decided to mix things up and sack the city.
[[Category:Characters]]
[[Category:Player Characters]]
ioee1p2qsuokxw2rqbbnx7hlspkf0hd
1126
1107
2020-03-23T19:56:47Z
Genericuser224
45217235
1126
wikitext
text/x-wiki
<blockquote>'''''"I don't have a condition, or anything, I just prefer darker corners, that's all."'''''</blockquote>
{{ATCOS_Character_Infobox|title1 = Craig Behalen
|image1 = [[File:Craig.jpg|thumb|250px]]
|caption1 = Craig's regular attire
|gender = Male
|race = Half-Elf
|class = Rogue (Shadow Walker)
|alignment = Neutral Good
|age = 23
|height = 5' 7"
|weight = 115 lbs.
|hair = Brown
|eyes = Brown
}}
== '''Appearance''' ==
Craig, at first glance, could easily be pinned as either a reclusive vagrant, or a would-be assassin that really should've chosen another path in life. With his patchwork cloak—made up of varying shades of a dark and muted forest green—and well-worn leather boots, many would likely assume that most of his attire was obtained from the trash of the various shopkeepers he's passed in his travels. Despite his choice in clothing, however, his person is another story. Without his signature cloak to single him out in the daylight, it would take quite a keen eye to pick him out of even a small crowd. His almost perfectly unremarkable figure is nearly a disguise on its own. Brown hair, brown eyes, average build, average height. In truth, unless you'd met the man before, even a detailed description of him would leave you with a multitude of people to fit the bill.
Despite having spent most of his life out of the sunlight, Craig's figure is remarkably healthy. His skin is only slightly paler than the average person's, and his complexion is about as flawless as a commoner's can be—save for the small scar on his right eyebrow. He tends to hide his rough-cut, brown hair beneath his hood, along with the rest of his face—consequently making him appear to be a much shiftier person than he is. On either side of his waist sits his trusted weapons of choice: his dagger and sickle, which he keeps modestly sheathed so as to avoid drawing attention to them. His shortbow and quiver are the only possessions of his that don't reside beneath is cloak. And his hands are wrapped in an aged and well-worn fabric, that definitely could use some cleaning.
=='''Personality'''==
Reclusive and placid best describe Craig's immediate persona, though not for the reasons one might think. As with his appearance, it would be easy to mistake him for a homeless knock-off assassin, or even some run-of-the-mill stoic lone-wolf who lives for brooding like a bard lives for sex. But, in truth, he is quite a welcoming individual... Most of the time. Unfortunately, having been raised by a spiteful ex-rogue, gone town drunkard, he picked up more than just the old man's skills. As a result, if one were to get him going on a tangent about something like, say, most any of the well-established religious groups, they'd find that his colorful language more than makes up for his bland appearance. It should be noted though, that he doesn't despise anyone or anything, he just has some deeply rooted biases. [[File:B08aafd9-6c04-4cae-a293-c07d2ea99417.jpg|thumb|400px|Craig's more creative interpretation of what he looks like.]]
On a more interpersonal level, Craig is a very reliable individual. Despite his tendency to stay in the shadows, he is more than willing to leave them in order to help someone in need. As a self-proclaimed emissary of "The Shadows", he has come to be both a comforting shoulder to cry on, as well as a very dangerous target to lose track of. Should one find themselves in need of a soul to vent to, or deemed as a target by his blade, they would find that one of his most prominent traits is his sheer level of patience. He is more than capable of listening for hours on end, or lying in wait for much longer. Though much of his patience is likely due to his lack of jadedness to the world—contrary to the blunted teachings passed down to him. Much of his life was spent honing his skills, and learning the ways of "The Shadows", leaving very little time to learn more useful skills, such as understanding social cues, or building up a social filter.
=='''History'''==
===Early Life===
Born at a very young age, Craig's parent's left him at the doorstep of an orphanage in a distant village—for reasons that may remain forever unknown. His adoptive father, a man by the name of Medugal Henderson, just so happened to be passing by said orphanage when it happened, and decided to save the poor child from "''a life of politically enforced stupidity, and social brainwashing''", as he put it. The man, who was no more than a drunkard at the time, took Craig into his care, and raised the boy as if he were his own. His first years of life were likely some of the luckiest days he will ever experience, due to issues regarding Medugal's lack of parenting skills and his raging alcoholism. Fortunately for them both, Craig quickly learned how to walk, talk, and disappear spontaniously—which likely took a few years off Medugal's life when his pseudo-parental instincts would kick in. Not long after that, he was learning to speak, which consiquently meant that he was also being taught how the world worked, as seen through his mentor's eyes.
===Learning From the Best===
Underneath all of the jadedness, alchemical-foil-hat conspiracies, and gallons of mead, Medugal proved to be almost another man entirely when it came to the Rogue craft. As it turned out, he had once been an aspiring Dark Lurker Rogue, who abandoned the trade after an aquaintance of his stole most of his belongings and ran off with them. Despite his resentment, though, the passion he once had seemed to reignite as he taught Craig everything he knew, and then some. From basic weapon weilding, to honing his already sharp hiding skills, Medugal made sure the young boy would be ready for the world—even taking extra care to ensure he could hold down his alcohol. But beyond all that, Medugal made sure to engrave one belief above all into his pupil's soul, up until the day he died. And that was to never forsake, or desecrate the shadows with acts of evil. Basic thieving was one thing, but to betray another soul for the sake of gold or power was beyond disgraceful.
===On His Own===
Medugal passed away when Craig was about 19 years old, leaving the young man to fend for himself in the world. It took him some time to adjust to things, but he eventually set out on his own, with only the equipment that had been passed down to him, and his signature patchwork cloak, that had been fasioned mostly from Medugal's old cloak. Traveling in solitude for so long led him to form a stronger connection with the entity he refered to, quite unceremoniously, as "The Shadows"—which he believed to be the combined presence of all darkness, shadow, and even shade in the world. And as his understanding of shadows and darkness deepened, so too did his conviction to cleanse The Shadows of their evil reputaion. From there, it was only a matter of time before the Shadow Walker found his way to Absalom, The City of Secrets.
=='''Relationships'''==
* Married to a kitsune, named Kasumi Brightfang.
=='''Events'''==
* Got roped into the apocalypse, when Cheliax decided to mix things up and sack the city.
[[Category:Characters]]
[[Category:Player Characters]]
gi1zjawpa0vw15tymi8zhezswisz896
Dairine The Wolfmaiden
0
240
455
2019-05-21T03:14:16Z
Wuffypup
39537628
created page, added appearance, personality, backstory and info box. image with next update(comission is currently being drawn)
455
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Dairine Ingram|gender = Female|race = Human|class = Oradin|alignment = Lawful Good|deity = Veiloaria|age = 25|height = 5'4"|weight = 135lbs|hair = Blonde|eyes = Blue}}{{Infobox location}}
Appearance
Dairine Is a smaller woman, standing at just under five and a half feet. Her dusky brown skin is decorated with many sworls and turns of tribal markings, some painted on, though the one on her forehead, some tribe’s slave mark, is clearly tattooed into her flesh.
Though, most of that is hidden under her long cloak. A bolt of fabric, with a hood, the outer side of it decorated in a deep, shimmering green, the edges embroidered with line of cream with black zig-zags along it. Inside of the cloak is a deep, beautiful crimson, the cloak easily being flipped back or forth as she needs. Below the cloaks hem are bare feet, an anklet of shiny silver wrapped around her right ankle, her legs from mid-calf down the only part of her visible aside from her face while she still has her cloak on.
Personality
She’s a soft hearted sort, with a special sore spot for those who have experienced slavery like she has. Her training with the church has instilled her with a good deal of discipline, but when not expecting danger, she’s quite relaxed and welcoming.
Backstory
Dairine’s rise to adventuring was a rough one. It all started when she was but 10 years old, her father an earl for of Andaran. In pursuit of a criminal of his realm, he followed them to Katapash, and, unfortunately for his family, never made it home. Her mother was inconsolable, throwing away the money her father had left for them on drink and gambling, until she far too easily decided to sell her own daughter… her flesh and blood, into slavery to pay off her debts.
Over the course of the next few years, she was passed from owner to owner, eventually ending up captured by a tribe of gnolls on a caravan between towns. Thankfully, they saw her not as food, and set her to work making cloth and clothes for the tribes people. Thankfully, she wasn’t left to live with them for long, a raid on the camp by a group of human warriors brought her her freedom, though she still keeps the mark of her time as a slave branded upon her face, and her religious rites still follow the path she learned on her trouble.
She set out, travelling the lands, winding homeward. She still hasn’t made it, having been taken in, near starved, by the church of Veiloaria. There, she sought the training to protect herself, earning herself the rank of paladin, despite her clear leanings towards divine magic, over combat. To cover for her deficit in physical combat, she worked to raise herself a combat partner, a young wolf-hound named Freki. Through years of training, they came to be quite the formidable duo, and, having finished their training, set out on their first tasks as paladin, a task that took them to the city of Absalom, her quest to get home forgotten for this new, higher purpose…. At least for the time being...
3o5agfewlp9412dtn1udddt4jm7168y
459
455
2019-05-21T03:15:16Z
Wuffypup
39537628
formatting fix
459
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Dairine Ingram|gender = Female|race = Human|class = Oradin|alignment = Lawful Good|deity = Veiloaria|age = 25|height = 5'4"|weight = 135lbs|hair = Blonde|eyes = Blue}}{{Infobox location}}
Appearance
Dairine Is a smaller woman, standing at just under five and a half feet. Her dusky brown skin is decorated with many sworls and turns of tribal markings, some painted on, though the one on her forehead, some tribe’s slave mark, is clearly tattooed into her flesh.
Though, most of that is hidden under her long cloak. A bolt of fabric, with a hood, the outer side of it decorated in a deep, shimmering green, the edges embroidered with line of cream with black zig-zags along it. Inside of the cloak is a deep, beautiful crimson, the cloak easily being flipped back or forth as she needs. Below the cloaks hem are bare feet, an anklet of shiny silver wrapped around her right ankle, her legs from mid-calf down the only part of her visible aside from her face while she still has her cloak on.
Personality
She’s a soft hearted sort, with a special sore spot for those who have experienced slavery like she has. Her training with the church has instilled her with a good deal of discipline, but when not expecting danger, she’s quite relaxed and welcoming.
Backstory
Dairine’s rise to adventuring was a rough one. It all started when she was but 10 years old, her father an earl for of Andaran. In pursuit of a criminal of his realm, he followed them to Katapash, and, unfortunately for his family, never made it home. Her mother was inconsolable, throwing away the money her father had left for them on drink and gambling, until she far too easily decided to sell her own daughter… her flesh and blood, into slavery to pay off her debts.
Over the course of the next few years, she was passed from owner to owner, eventually ending up captured by a tribe of gnolls on a caravan between towns. Thankfully, they saw her not as food, and set her to work making cloth and clothes for the tribes people. Thankfully, she wasn’t left to live with them for long, a raid on the camp by a group of human warriors brought her her freedom, though she still keeps the mark of her time as a slave branded upon her face, and her religious rites still follow the path she learned on her trouble.
She set out, travelling the lands, winding homeward. She still hasn’t made it, having been taken in, near starved, by the church of Veiloaria. There, she sought the training to protect herself, earning herself the rank of paladin, despite her clear leanings towards divine magic, over combat. To cover for her deficit in physical combat, she worked to raise herself a combat partner, a young wolf-hound named Freki. Through years of training, they came to be quite the formidable duo, and, having finished their training, set out on their first tasks as paladin, a task that took them to the city of Absalom, her quest to get home forgotten for this new, higher purpose…. At least for the time being...
6eg3ttgx3m1tdbsid5eebs373y570uo
Dala Chenaanah
0
116
153
2018-09-20T18:29:19Z
Fantem
29766539
Created page with "{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment =..."
153
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
.
==<font size="6">Friends/Enemies</font>==
None yet.
lc4i63zb4wt40rcyt33cx8sj2008kzt
154
153
2018-09-20T18:37:03Z
MsFantem
32748959
Adding categories
154
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
evx387ikf3kxxbmyoy29eyx8ymgj9v1
168
154
2018-09-21T00:38:34Z
MsFantem
32748959
Added stufff
168
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do anything to save another sentient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive interest in mechanics and engineering, particularly regarding clockwork and constructs. If she is asked about their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of many subjects, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained.
Dala is a terrible liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject, and try to move along.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of anyone she meets, and has a habit of knowing many people. So far, she has relationships with Septimus, Verus, Jason, Elwen, Fray, Murdoc, Animas, and Alfranz, and romantic relationships with Lily and Patty. She has been trying to get more intimate witch Bacchus as well.
[[Category:Characters]]
[[Category:Player Characters]]
j9sefgkmto6ew4t0xekrn3o32px4rcv
169
168
2018-09-21T00:39:19Z
MsFantem
32748959
/* Backstory */
169
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was from Osirion
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do anything to save another sentient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive interest in mechanics and engineering, particularly regarding clockwork and constructs. If she is asked about their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of many subjects, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained.
Dala is a terrible liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject, and try to move along.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of anyone she meets, and has a habit of knowing many people. So far, she has relationships with Septimus, Verus, Jason, Elwen, Fray, Murdoc, Animas, and Alfranz, and romantic relationships with Lily and Patty. She has been trying to get more intimate witch Bacchus as well.
[[Category:Characters]]
[[Category:Player Characters]]
51a42pmpyvbxr5sh04yqlw6l2znhowi
183
169
2018-09-21T19:56:07Z
MsFantem
32748959
/* Friends/Enemies */
183
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was from Osirion
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do anything to save another sentient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive interest in mechanics and engineering, particularly regarding clockwork and constructs. If she is asked about their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of many subjects, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained.
Dala is a terrible liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject, and try to move along.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of anyone she meets, and has a habit of knowing many people. So far, she has relationships with Septimus, Verus, Jason, Elwen, Fray, Murdoc, Animas, and Alfranz, and romantic relationships with Lily and Patty. She has been trying to get more intimate with Bacchus as well.
[[Category:Characters]]
[[Category:Player Characters]]
574ry2r50k8k3dtik978llw0bbrodpz
189
183
2018-09-27T16:02:34Z
MsFantem
32748959
All
189
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life, away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes as well.
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do anything to save another sentient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive interest in mechanics and engineering, particularly regarding clockwork and constructs. If she is asked about their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of many subjects, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained.
Dala is a terrible liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject, and try to move along.
Dala is not
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of anyone she meets, and has a habit of knowing many people. So far, she has relationships with Septimus, Verus, Elwen, Fray, Murdoc, Animas, and Alfranz, and romantic relationships with Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
=='''<font size="6">Backstory</font> '''==
* Dala is deathly allergic to alcohol, and does not drink.
* Despite the above, Dala loves bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* Dala possesses a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
[[Category:Characters]]
[[Category:Player Characters]]
8mgd30g5pigcab124i148zw7tczi64j
190
189
2018-09-27T16:05:11Z
MsFantem
32748959
190
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = dala.png|caption1 = "I want to help."|gender = Female|race = Cat-Folk (Clockwork)|class = Oracle / Rogue (Contender/trap master)|alignment = N|deity = Not Affiliated
Brigh Associated|age = 19|height = 4'10"|weight = 164lbs (Head/Torso 52, Legs 36², Arms 20²)|hair = White/light purple|eyes = Blue/Yellow}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life, away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes as well.
=='''<font size="6">Appearance</font>'''==
Dala is a short, but perky cat-folk with piercings and robotic limbs. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has white fur, an athletic, if thin, build, and heterochromatic eyes; her left light blue, the other an orange yellow. Her arms and legs at first glance look like elaborate plate mail made of copper and a dark metal, but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do anything to save another sentient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive interest in mechanics and engineering, particularly regarding clockwork and constructs. If she is asked about their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of many subjects, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained.
Dala is a terrible liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject, and try to move along.
Dala is not
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of anyone she meets, and has a habit of knowing many people. So far, she has relationships with Septimus, Verus, Elwen, Fray, Murdoc, Animas, and Alfranz, and romantic relationships with Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
=='''<font size="6">Trivia</font> '''==
* Dala is deathly allergic to alcohol, and does not drink.
* Despite the above, Dala loves bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* Dala possesses a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
[[Category:Characters]]
[[Category:Player Characters]]
2ko8g029mcwqdwypbbxvly9eqj111a6
223
190
2018-10-19T08:48:47Z
MsFantem
32748959
223
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. two of them representing her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness), but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after witholding information of Septimus's identity as an antipaladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signiture items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endevors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming imbeded with drugs and alchohal.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a constuct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until repaired, disintegrated, or smelted. If this is done, she will require a Wish or Miracle.
[[Category:Characters]]
[[Category:Player Characters]]
ggwkdrix7ld2o2im5dc3iwc8t4l9vq4
224
223
2018-10-19T08:49:52Z
MsFantem
32748959
/* Personality Traits */
224
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. two of them representing her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness), but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until repaired, disintegrated, or smelted. If this is done, she will require a Wish or Miracle.
[[Category:Characters]]
[[Category:Player Characters]]
891lgl38nvq0ew7pmxc6b0pbnfm13yo
225
224
2018-10-19T09:01:55Z
MsFantem
32748959
/* Personality Traits */
225
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. two of them representing her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness), but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until repaired, disintegrated, or smelted. If this is done, she will require a Wish or Miracle.
[[Category:Characters]]
[[Category:Player Characters]]
ssyz4mxuoyp9hkhc00wpn8nd7xwt18b
226
225
2018-10-20T04:47:58Z
MsFantem
32748959
/* Trivia */
226
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. two of them representing her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness), but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated, or smelted. If this is done, she will require a Wish or Miracle for repairs.
[[Category:Characters]]
[[Category:Player Characters]]
7xomso3sj5488xp0e5umgnn7x03nfdr
227
226
2018-10-20T04:48:42Z
MsFantem
32748959
/* Trivia minor */
227
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. two of them representing her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness), but closer inspection betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
[[Category:Characters]]
[[Category:Player Characters]]
t1c3i8ru56iu4jmcnvlzpegtuo81r24
228
227
2018-10-20T05:39:30Z
MsFantem
32748959
/* Appearance */
228
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. Two of them represent her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness). Closer inspection of her body betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, as seen between when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
[[Category:Characters]]
[[Category:Player Characters]]
0aviet8n0mekg3jh866b8usq55chd9c
229
228
2018-10-20T05:40:43Z
MsFantem
32748959
/* Personality Traits */
229
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. Two of them represent her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness). Closer inspection of her body betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate quite well.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
[[Category:Characters]]
[[Category:Player Characters]]
0yjlpsx1qvg3n5yk5fj37f92odb7mxw
230
229
2018-10-20T05:42:21Z
MsFantem
32748959
/* Trivia */
230
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. Two of them represent her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness). Closer inspection of her body betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate quite well.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Verus, after withholding information of Septimus's identity as an anti paladin.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her primlife, and did not drink.
* Despite the above, Dala has always loved bars. She typically orders juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
* Dala has a fondness for "Stephon Queen" novels, who is a blatant veiled reference to Stephen King.
[[Category:Characters]]
[[Category:Player Characters]]
hbn6lbtupx73c95fzsicpmnyabvrcdn
231
230
2018-10-20T11:49:10Z
MsFantem
32748959
/* Friends/Enemies */
231
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. Two of them represent her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness). Closer inspection of her body betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate quite well.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Damian, after Dala has withheld information of and supported Septimus's identity as an antipaladin. She considers them friends
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her prime-life, and did not drink. Now, however, there's nothing stopping her.
* Despite the above, Dala has always loved bars. She typically ordered juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
* Dala has a fondness for "Stephon Queen" novels, who is a blatant veiled reference to Stephen King.
[[Category:Characters]]
[[Category:Player Characters]]
4edzj730458zoieshpxauzprim395e6
232
231
2018-10-23T03:56:25Z
MsFantem
32748959
/* Friends/Enemies */
232
wikitext
text/x-wiki
{{ATCOS Character Infobox
|image1 = dalaFM.png
|caption1 = "I want to help."
|gender = Female
|race = Clockwork Construct (Cat-Folk)
|class = Rogue (Contender/trap master) / Living Monolith + Oracle
|alignment = NG
|deity = Not Affiliated (Brigh Associated)
|age = 19 (01/14)
|height = 4'6"
|weight = 190lbs (Head 10, Body Mods 40, Torso 40, Legs 33², Arms 12²)
|hair = Horacalcum / Adamantine
|eyes = Blue/Yellow
}}
{{Infobox character
|name = Dala Prime
|image = dala.png
|caption = "Dala, prior to becoming a Living Clockwork"
}}
=='''<font size="6">Backstory</font> '''==
Originally, Dala was an organic Cat-Folk from Osirion, but has since forsaken her original identity and came to Absalom to pursue a new life away from her sister, Morrigan.
Dala had taken part in managing a drug ring, led by Morrigan for a time. However, after Dala had reported that a child had attempted to steal from them, Morrigan had that child killed. This caused Dala a massive amount of guilt and regret.
After a suicide attempt, Dala was mentally altered into becoming an Oracle of Brigh. This suicide attempt seems to have been at least partially successful, since the present-Dala is not considered the original inhabitant of her body. Her original soul seems to have been buried in her subconscious, and has a minor role in determining her actions.
However, whenever her Will is tested significantly, the original soul makes an appearance under the alias of 'Joy.'
Ever since Dala had made the attempt to end her life, she had been making compulsory alterations to her body. This began with her arms, and as she continued her life in absalom, she had replaced her legs, skin, and eyes like this as well. However, ever since she had replaced her entire body, this may have ceased.
=='''<font size="6">Appearance</font>'''==
Dala is a short construct made primarily of skymetals, but resembles a perky cat-woman. She typically has her pet mechanical scorpion, Persnipity, on her shoulder or in her bag. She has skymetal plating, and heterochromatic, LED eyes; her left light blue, the other an orange yellow. Her arms and legs have a rune prominently displayed on each one. Two of them represent her biggest sins (Lust and Pride), and two of them her greatest virtues (Generosity and Kindness). Closer inspection of her body betrays the whirs and ticks that give her her fine motor controls and strength.
==<font size="6">Personality Traits</font>==
Dala is generally a kind-hearted altruist who often doesn't recognize her own strength. She is particularly charismatic, and often seeks creative and diplomatic solutions before making rash decisions. She finds death abhorrent, and would do almost anything to save another sapient life.
She tends to put the needs of her allies above those of her own, and works tirelessly to ensure any job given to her is completed to the best of her abilities. When the situation has called for it, she can become a wonderful mother-figure, becoming very protective of those she cares about.
She has an instinctive and compulsive interest in mechanics and engineering, particularly regarding clockwork constructs and modifying her own body. If she is asked about her or their inner workings, she’ll gladly talk about them for as long as she thinks her listener is interested. She strives for a near encyclopedic knowledge of the subject, but despite this, she tends to lack common sense, and can come off as particularly scatterbrained. However, she tends to make up for this with a photographic memory and a mostly intuitive processing of information.
Dala is a terrible literal liar, and tends to admit outright that she's lying immediately after she makes an attempt. She often elects to say that she would rather not talk about the subject and try to move along, or simply not mention details at all. However, when lying exclusively for a friend, and not herself, she has shown to be able to play the devil's advocate quite well.
Dala is not to be confused with Joy, as Joy is almost her complete opposite. While Dala is caring of others, Joy's only concern is itself and Dala. If brought out involuntarily, Joy will often try to kill whoever triggered the swap. Dala and Joy are capable of voluntarily switching back and forth via drugs and alcohol, but since Dala does not want to be trapped in her subconscious and Joy does not like being outside of Dala, this tends to only come up when Joy wants to come back inside.
==<font size="6">Friends/Enemies</font>==
Dala tries to make friends of most anyone she meets, and has gotten into the habit of knowing many people. So far, she has relationships with Septimus, Phoebe, Damian, Bacchus, Fowler, Verus, Elwen, Fray, Murdoc, Animas (past), Wokandi, Kitsa, and Alfranz, and romantic relationships with Fray, Jaci, Jason, Lily, and Patty. She has been trying to get more intimate with both Fowler and Bacchus as well.
Despite her efforts, she is on shaky waters with Phoebe and Damian, after Dala has withheld information of and supported Septimus's identity as an antipaladin. She considers them friends, regardless of what they think of her.
=='''<font size="6">Trivia</font> '''==
* Dala was is deathly allergic to alcohol in her prime-life, and did not drink. Now, however, there's nothing stopping her.
* Despite the above, Dala has always loved bars. She typically ordered juice as opposed to any alcoholic beverage.
* Dala is very strong, despite her height. While much of this comes from her enhancements, this also stems from a constant work-out regimen as a contender.
* Dala says "feck" while Joy says "fuck".
* Dala is known to be very accepting of people, to an extreme degree. While she pays no mind to creeds, gender, or race, she has so far accepted, and even encouraged, 'friendly' bar fights, alcoholism, lichdom, and several taboo acts.
* One of her signature items that Dala possesses is a Modified Greater Hat of Disguise. She mostly uses this to allow herself better access to her senses, but also uses it as a visor system, utilizing multiple goggles and protective lenses.
* To her dismay, she does not know the method of which she was turned into a pure construct, but endeavors to recreate the process.
* Dala's design incorporates many oddities, and seems to mimic that of organic functioning. Dala seems to possess many parts that she could do without. She also seems capable of eating and tasting and smelling, becoming embedded with drugs and alcohol.
* Dala is capable of feeling pleasure, but only 'sensing' pain or discomfort. She's described this as "everything you'd want, with nothing you don't."
* Dala has described her life as a construct as 'lich-like' while also professing that it's the best thing to ever happen to her. While she is immortal, this does not mean that she is indestructible. If broken, her soul will remain inside her body until disintegrated or smelted. If this is done, she will require a Wish or Miracle for repairs.
* Dala has a fondness for "Stephon Queen" novels, who is a blatant veiled reference to Stephen King.
[[Category:Characters]]
[[Category:Player Characters]]
t5empo3zy1cdqm735b84yj6ne9lzpt6
Dezba Bidziil
0
716
1477
2020-08-02T17:20:34Z
Pandasecret1
27144081
Created page with "{{ATCOS_Character_Infobox|title1 = Dezba Bidziil|image1 = DezbaToken.png|gender = Female|race = Seascarred Shifter (Skinwalker)|class = Kineticist / Shifter|alignment = N|age ..."
1477
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Dezba Bidziil|image1 = DezbaToken.png|gender = Female|race = Seascarred Shifter (Skinwalker)|class = Kineticist / Shifter|alignment = N|age = 22|height = 5'6" while human, 7'8" while shifted|weight = 140 while human, 280 while shifted|hair = Blue|eyes = Amber}}
== Big Game Hunter ==
Dezba Bidziil, a seascarred shifter that was freed by her now best friend Agrias Oakheart. Since her freedom, she has arrived in Absalom, and in a series of ever more high-stakes adventures, has garnered an impressive list of powerful adversaries she has defeated in her travels using the powers of her mind as a neurokineticist. Most notably, her victories include:
* Kamaria the Brazen, a mythic-powered lich who threatened the livelihood of the nation of Osirion, as well as the drow nation of Shraen. In the first incursion into Osirion, Dezba teamed up with Blythe, an Arshean paladin, and Alison, an Arshean doomblade dancer to investigate the issue and fight through the lich's guards. They were led there by famed Inner Sea freecaptain Harley Darlington, and accompanied to the pyramid by Khameza, a royal Osirion guard. In the first battle and defeat of Kamaria, Blythe the Paladin delivered the killing blow, and shunted the lich back into her phylactery in the underground world. In the second incursion into Shraen, Dezba was once again accompanied by Blythe and Alison, but also with Agrias, Dezba's trusted friend and expert healer. After making their way through the hostile landscape, the party once again found themselves charging into Kamaria's lair, and after managing their way through strange traps and monsters, once again encountered the brazen lich in a deathmatch. Ultimately, Dezba was able to land a crippling blow by destroying Kamaria's mind, before the rest of the party destroyed the lich for good. During this time, they also witnessed a change in government in Shraen, and could only hope that their evil ambitions would not grow.
* The Heaven Dominator, a powerful wizard who had enslaved various good outsiders and even stolen a temple from heaven in order to sacrifice them in order to call forth powerful demons. A few miles outside of Absalom, scouts had been killed by angels, agathions, or archons as anyone made their way close. A team including Dezba, a shadow warrior named Talon, a Ragathian soldier named Grey, and a hell jackal named Prim set out to investigate this phenomenon and put an end to it. Defeating the first guards, the party then found out the true nature of what was happening. Creating a quick plan, the main bulk of the party distracted the mind-controlled archon while Dezba snuck around the temple. Spotting the wizard, she charged right in, tanking two fireballs in her path before she executed a lucky critical strike as the rest of the team teleported in, and defeated the wizard.
* The Colossal Lightning Ooze, a huge elemental/ooze creature that plagued the city of Andoran. Dezba, Wyran and Korbinax a warrior/dragon duo, a warrior of the dark arts named Camilia, a guardian named Callie, and a rogue named Kasumi heeded the call to fight these creatures. Battling their way through several waves of elementals and weirds, they finally found the source of the lightning and fire flames. After a few intense moments of battle, Dezba was able to pierce its spell resistance and mental barriers and utilized her neurokinesis to deprive the colossal ooze of its mentality in one fell swoop, allowing the rest of the party to easily destroy it.
== Personality and Appearance ==
A woman with a strong accent, laid back attitude, and variable appearance due to her shifter nature, Dezba is an odd adventurer that one can quickly warm up to once they get to know her. With an affinity for large bladed weapons, alchemical tinkering, and eating eel, she is also one glad to take a shot for her friends, both in combat and drinking situations.
2ij5ofc2vkhzhfwwuchak3mhvfj5sng
1478
1477
2020-08-02T17:23:59Z
Pandasecret1
27144081
linked pages
1478
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Dezba Bidziil|image1 = DezbaToken.png|gender = Female|race = Seascarred Shifter (Skinwalker)|class = Kineticist / Shifter|alignment = N|age = 22|height = 5'6" while human, 7'8" while shifted|weight = 140 while human, 280 while shifted|hair = Blue|eyes = Amber}}
== Big Game Hunter ==
Dezba Bidziil, a seascarred shifter that was freed by her now best friend [[Agrias Oakheart]]. Since her freedom, she has arrived in Absalom, and in a series of ever more high-stakes adventures, has garnered an impressive list of powerful adversaries she has defeated in her travels using the powers of her mind as a neurokineticist. Most notably, her victories include:
* Kamaria the Brazen, a mythic-powered lich who threatened the livelihood of the nation of Osirion, as well as the drow nation of Shraen. In the first incursion into Osirion, Dezba teamed up with [[Blythe]], an Arshean paladin, and [[Alison Ravenmane|Alison]], an Arshean doomblade dancer to investigate the issue and fight through the lich's guards. They were led there by famed Inner Sea freecaptain [[Harley Darlington]], and accompanied to the pyramid by Khameza, a royal Osirion guard. In the first battle and defeat of Kamaria, Blythe the Paladin delivered the killing blow, and shunted the lich back into her phylactery in the underground world. In the second incursion into Shraen, Dezba was once again accompanied by Blythe and Alison, but also with Agrias, Dezba's trusted friend and expert healer. After making their way through the hostile landscape, the party once again found themselves charging into Kamaria's lair, and after managing their way through strange traps and monsters, once again encountered the brazen lich in a deathmatch. Ultimately, Dezba was able to land a crippling blow by destroying Kamaria's mind, before the rest of the party destroyed the lich for good. During this time, they also witnessed a change in government in Shraen, and could only hope that their evil ambitions would not grow.
* The Heaven Dominator, a powerful wizard who had enslaved various good outsiders and even stolen a temple from heaven in order to sacrifice them in order to call forth powerful demons. A few miles outside of Absalom, scouts had been killed by angels, agathions, or archons as anyone made their way close. A team including Dezba, a shadow warrior named [[Talon]], a Ragathian soldier named [[Grey]], and a hell jackal named [[Prim]] set out to investigate this phenomenon and put an end to it. Defeating the first guards, the party then found out the true nature of what was happening. Creating a quick plan, the main bulk of the party distracted the mind-controlled archon while Dezba snuck around the temple. Spotting the wizard, she charged right in, tanking two fireballs in her path before she executed a lucky critical strike as the rest of the team teleported in, and defeated the wizard.
* The Colossal Lightning Ooze, a huge elemental/ooze creature that plagued the city of Andoran. Dezba, [[Wyran]] and Korbinax a warrior/dragon duo, a warrior of the dark arts named [[Camilia]], a guardian named [[Callie]], and a rogue named [[Kasumi]] heeded the call to fight these creatures. Battling their way through several waves of elementals and weirds, they finally found the source of the lightning and fire flames. After a few intense moments of battle, Dezba was able to pierce its spell resistance and mental barriers and utilized her neurokinesis to deprive the colossal ooze of its mentality in one fell swoop, allowing the rest of the party to easily destroy it.
== Personality and Appearance ==
A woman with a strong accent, laid back attitude, and variable appearance due to her shifter nature, Dezba is an odd adventurer that one can quickly warm up to once they get to know her. With an affinity for large bladed weapons, alchemical tinkering, and eating eel, she is also one glad to take a shot for her friends, both in combat and drinking situations.
9kv3adahg4isdtb0enwtem5v31v162b
1483
1478
2020-08-02T18:20:40Z
Wuffgruffle
39847899
Edited Gray's description. -Wuff
1483
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{{ATCOS_Character_Infobox|title1 = Dezba Bidziil|image1 = DezbaToken.png|gender = Female|race = Seascarred Shifter (Skinwalker)|class = Kineticist / Shifter|alignment = N|age = 22|height = 5'6" while human, 7'8" while shifted|weight = 140 while human, 280 while shifted|hair = Blue|eyes = Amber}}
== Big Game Hunter ==
Dezba Bidziil, a seascarred shifter that was freed by her now best friend [[Agrias Oakheart]]. Since her freedom, she has arrived in Absalom, and in a series of ever more high-stakes adventures, has garnered an impressive list of powerful adversaries she has defeated in her travels using the powers of her mind as a neurokineticist. Most notably, her victories include:
* Kamaria the Brazen, a mythic-powered lich who threatened the livelihood of the nation of Osirion, as well as the drow nation of Shraen. In the first incursion into Osirion, Dezba teamed up with [[Blythe]], an Arshean paladin, and [[Alison Ravenmane|Alison]], an Arshean doomblade dancer to investigate the issue and fight through the lich's guards. They were led there by famed Inner Sea freecaptain [[Harley Darlington]], and accompanied to the pyramid by Khameza, a royal Osirion guard. In the first battle and defeat of Kamaria, Blythe the Paladin delivered the killing blow, and shunted the lich back into her phylactery in the underground world. In the second incursion into Shraen, Dezba was once again accompanied by Blythe and Alison, but also with Agrias, Dezba's trusted friend and expert healer. After making their way through the hostile landscape, the party once again found themselves charging into Kamaria's lair, and after managing their way through strange traps and monsters, once again encountered the brazen lich in a deathmatch. Ultimately, Dezba was able to land a crippling blow by destroying Kamaria's mind, before the rest of the party destroyed the lich for good. During this time, they also witnessed a change in government in Shraen, and could only hope that their evil ambitions would not grow.
* The Heaven Dominator, a powerful wizard who had enslaved various good outsiders and even stolen a temple from heaven in order to sacrifice them in order to call forth powerful demons. A few miles outside of Absalom, scouts had been killed by angels, agathions, or archons as anyone made their way close. A team including Dezba, a shadow warrior named [[Talon]], a peculiar soldier named [[Grey]], and a hell jackal named [[Prim]] set out to investigate this phenomenon and put an end to it. Defeating the first guards, the party then found out the true nature of what was happening. Creating a quick plan, the main bulk of the party distracted the mind-controlled archon while Dezba snuck around the temple. Spotting the wizard, she charged right in, tanking two fireballs in her path before she executed a lucky critical strike as the rest of the team teleported in, and defeated the wizard.
* The Colossal Lightning Ooze, a huge elemental/ooze creature that plagued the city of Andoran. Dezba, [[Wyran]] and Korbinax a warrior/dragon duo, a warrior of the dark arts named [[Camilia]], a guardian named [[Callie]], and a rogue named [[Kasumi]] heeded the call to fight these creatures. Battling their way through several waves of elementals and weirds, they finally found the source of the lightning and fire flames. After a few intense moments of battle, Dezba was able to pierce its spell resistance and mental barriers and utilized her neurokinesis to deprive the colossal ooze of its mentality in one fell swoop, allowing the rest of the party to easily destroy it.
== Personality and Appearance ==
A woman with a strong accent, laid back attitude, and variable appearance due to her shifter nature, Dezba is an odd adventurer that one can quickly warm up to once they get to know her. With an affinity for large bladed weapons, alchemical tinkering, and eating eel, she is also one glad to take a shot for her friends, both in combat and drinking situations.
28nymxpipcmz9ip4htubotuixi5c9qf
1714
1483
2020-11-09T18:29:44Z
47.20.2.1
/* Personality and Appearance */
1714
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Dezba Bidziil|image1 = DezbaToken.png|gender = Female|race = Seascarred Shifter (Skinwalker)|class = Kineticist / Shifter|alignment = N|age = 22|height = 5'6" while human, 7'8" while shifted|weight = 140 while human, 280 while shifted|hair = Blue|eyes = Amber}}
== Big Game Hunter ==
Dezba Bidziil, a seascarred shifter that was freed by her now best friend [[Agrias Oakheart]]. Since her freedom, she has arrived in Absalom, and in a series of ever more high-stakes adventures, has garnered an impressive list of powerful adversaries she has defeated in her travels using the powers of her mind as a neurokineticist. Most notably, her victories include:
* Kamaria the Brazen, a mythic-powered lich who threatened the livelihood of the nation of Osirion, as well as the drow nation of Shraen. In the first incursion into Osirion, Dezba teamed up with [[Blythe]], an Arshean paladin, and [[Alison Ravenmane|Alison]], an Arshean doomblade dancer to investigate the issue and fight through the lich's guards. They were led there by famed Inner Sea freecaptain [[Harley Darlington]], and accompanied to the pyramid by Khameza, a royal Osirion guard. In the first battle and defeat of Kamaria, Blythe the Paladin delivered the killing blow, and shunted the lich back into her phylactery in the underground world. In the second incursion into Shraen, Dezba was once again accompanied by Blythe and Alison, but also with Agrias, Dezba's trusted friend and expert healer. After making their way through the hostile landscape, the party once again found themselves charging into Kamaria's lair, and after managing their way through strange traps and monsters, once again encountered the brazen lich in a deathmatch. Ultimately, Dezba was able to land a crippling blow by destroying Kamaria's mind, before the rest of the party destroyed the lich for good. During this time, they also witnessed a change in government in Shraen, and could only hope that their evil ambitions would not grow.
* The Heaven Dominator, a powerful wizard who had enslaved various good outsiders and even stolen a temple from heaven in order to sacrifice them in order to call forth powerful demons. A few miles outside of Absalom, scouts had been killed by angels, agathions, or archons as anyone made their way close. A team including Dezba, a shadow warrior named [[Talon]], a peculiar soldier named [[Grey]], and a hell jackal named [[Prim]] set out to investigate this phenomenon and put an end to it. Defeating the first guards, the party then found out the true nature of what was happening. Creating a quick plan, the main bulk of the party distracted the mind-controlled archon while Dezba snuck around the temple. Spotting the wizard, she charged right in, tanking two fireballs in her path before she executed a lucky critical strike as the rest of the team teleported in, and defeated the wizard.
* The Colossal Lightning Ooze, a huge elemental/ooze creature that plagued the city of Andoran. Dezba, [[Wyran]] and Korbinax a warrior/dragon duo, a warrior of the dark arts named [[Camilia]], a guardian named [[Callie]], and a rogue named [[Kasumi]] heeded the call to fight these creatures. Battling their way through several waves of elementals and weirds, they finally found the source of the lightning and fire flames. After a few intense moments of battle, Dezba was able to pierce its spell resistance and mental barriers and utilized her neurokinesis to deprive the colossal ooze of its mentality in one fell swoop, allowing the rest of the party to easily destroy it.
== Personality and Appearance ==
A woman with a strong accent, laid back attitude, and variable appearance due to her shifter nature, Dezba is an odd adventurer that one can quickly warm up to once they get to know her. With an affinity for large bladed weapons, alchemical tinkering, and eating eel, she is also one glad to take a shot for her friends, both in combat and drinking situations, as long as it's not alcohol. So mostly just in combat.
4c79wnp6rrteztqjf6mva5onbqhydw8
Dolores Caine
0
879
1889
2021-05-14T08:36:26Z
NikkiBlep
49016627
Created page with "{{infobox character | name = Dolores Caine | image = [[File:Dolores Caine.png]] | imagecaption = | playedby = Nikki | alignment = Neutral Evil | bi..."
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{{infobox character
| name = Dolores Caine
| image = [[File:Dolores Caine.png]]
| imagecaption =
| playedby = Nikki
| alignment = Neutral Evil
| birthDate = Kuthona 31st
| race = Tiefling
| gender = Female
| height = 6'10
| weight = 130lbs
| eyes = Black
|aliases=Joy's Kiss|affiliation=House of Caine|birthPlace=Cheliax|species=Tiefling}}<blockquote>''"So many focus on the delights of pleasure... They forget that there's infinite delight in pain as well. It is my job to remind them... And it's my '''pleasure''' to do so." -'' Dolores</blockquote>
=== Appearance ===
Dolores, for the most part, looks much like a human. Key differences, though, are her height, skin and her overall... ''unnatural leanness''. She stands at an impressive 6 feet 10 inches (208 centimeters), but rather than look proportionate for that height, she almost looks ''stretched''. Her form, while overall appealing to most, is nevertheless vaguely unnerving. Her arms and legs are just a bit too long, a bit too thin. Her skin is pale, almost white, and she often wears makeup to further exacerbate that element of her appearance. Her eyes, though, are a deep, coal black. Where normally in others there would be vibrant or rich color, for her there are only midnight pits. She generally walks around in a long, black silk gown that's surprisingly modest for most Absalom fare. She keeps her hair braided and woven together, often weaving hooks and barbs into the strands that make a soft tinkling noise as she walks.
=== Personality ===
Truly a proper noble, Dolores is pleasant and cordial with most that she meets. She smiles, nods, engages in conversation... but no amount of smiling changes the fact that her eyes constantly look like those of a predator eyeing up potential prey. She views those around her as potential... art pieces. The problem is that ''her'' view of art and the views of most "sane" individuals are very, very, ''very'' different. For those who can look past the potential threat she poses, though, she can be surprisingly good company. She enjoys treating her guests, and has been known to throw a party or two when the occasion strikes. The rumors of the occasional guest going missing are clearly hearsay and slander, of course...
=== The House of Caine ===
Originally from Cheliax, the Caine family moved to Absalom nearly 50 years ago. They keep a public face on, as most noble families do, but the movers and shakers of Absalom know what the Caine family are: deal brokers officially, and information dealers secondarily. The reason they have such notoriety for their brokering work is the nature of the arrangements... On top of the fee for arranging deals and contracts, every deal brokered by a Caine family member carries a penalty for breaking the terms: the violating party becomes utterly at the House of Caine's mercy. Most such individuals are simply made examples of, often in gruesome ways. They aren't killed- the dead make terrible examples, after all-, but often their fate is far, far worse than death. Such individuals are often released and serve as walking advertisements for the Caines. If you have a vital deal, and you don't want betrayal to be an option... Make a Pact of Caine.
In the process of punishing those who break their pacts, the family often offers brief reprieves from the pain in exchange for information. It doesn't frequently matter what the information actually ''is'', from the gossip of maids to the dark secrets of lords. All information buys momentary relief. This is where the House of Caine makes most of their money. The right bit of information is worth mounds of gold to the right person... and this makes each fool who defies their Pact into a veritable goldmine.
37lqmu5zvon8rlpuru3xg2clzo72ebs
Drog Ironhand
0
444
891
2020-02-01T20:12:21Z
Smishfam
38762289
Created page with "{{ATCOS_Character_Infobox|title1 = Drog Ironhand|image1 = 9e438bc29433ba39cbfadeca44865ca8.jpg|gender = Male|race = Ogre|class = Barbarian [Striker]|alignment = Neutral Evil|a..."
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{{ATCOS_Character_Infobox|title1 = Drog Ironhand|image1 = 9e438bc29433ba39cbfadeca44865ca8.jpg|gender = Male|race = Ogre|class = Barbarian [Striker]|alignment = Neutral Evil|age = 32|height = 10'2"|weight = 700lb|eyes = Brown|caption1 = Drog emerging from his imprisonment in Cheliax}}''"Ya see, I'm wut ya call a smart ogre. A dumb ogre eats an' shits like a smart one, but eventually he goes an eats some poor fook dat had a buncha friends. Next thing ya know, they comin' at ya with pitchforks and magic, then yer really fook'd. A smart ogre knows dat even if a squishy looks like a squishy and walks like one, they might haff a ton a friends dat'll come at ya faster than ya can kill 'em. When ya figure dat out, then towns start lookin' like bees nests. When dat happens, a smart ogre like myself knows dat if a bear is careful enuff, he can still get sum honey...''
''...an' y'know, bees crunch nice too, from time ta time."'' -'''Drog Ironhand, on the complexities of life.'''
== History ==
{{Infobox_character}}Drog's story began in the foothills near Halmyris in Cheliax. A member of a small family of ogres led by a notably old matriarch, Drog had to exhibit strength or other useful qualities in order to gain priority over his brothers when it came to food. Not the largest ogre nor potentially the strongest, he found his niche by being brutally competitive, always willing to toss aside any pride in favor of serving his mother. It was using this favor that he was able to kill several of his brothers with no consequences, as long as he played by the rules.
When news of a burgeoning ogre clan in the Halikarnassos Hills made its way to the Chelish government in Halmyris, it was not long before a dispatch of soldiers was sent in order to deal with it. What they expected to be a simple extermination quickly became a full-blown siege as the ogres made use of the terrain in order to hurl rocks down at the encroaching humans. Over the course of a week, the Chelish legion inched their battle-lines forward until the ogres were driven into a cave. Thinking they were safe, the ogres hunkered down -- which turned out to be their downfall.
Early the next morning, Drog and his mother went to check the state of affairs, when a blast of energy struck the cave entrance. The jagged rocks studded Drog's body, leaving his arms embedded with horrendous spines of stone. Meanwhile, his mother was crippled, her legs crushed under falling stone. It was at this moment that Drog knew that they could not survive like this. One may assume his instincts would be to save his mother, however this ogre had a different plan... Dragging his injured matriarch out of the cave as an offering, he approached the Chelish legion. The humans did not speak the language of ogres, but they knew what a turncoat looked like. Drog's family was slaughtered, meanwhile Drog himself was imprisoned and sentenced to the slave arenas; however he bore satisfaction in the fact that he survived another day.
Despite what others would consider to be atrocious and inhumane, Drog absolutely loved the Cheliax slave arena. All he had to do was kill a few folks and make a show out of it. Plain and simple, not to mention they gave him the corpses to eat, as it saved them the expenses of keeping an ogre fed. It was on the bloody sands of those arenas where Drog earned the title 'Ironhand', a moniker given based on Drog's style of crushing the life out of opponents with his hands, in spite of any armor or weapons on their person. It was here in these pits that he learned to speak Common, albeit poorly. The constant supply of food allowed him to grow to an impressive stature and age for an ogre. However, despite all of these wonderful circumstances, boredom eventually began to strike Drog... but once more fate was kind to this ogre.
A cell of Bellflower Network insurgents launched a raid on the arena in order to free the halflings who were forced to be servants there. Drog couldn't care less about halflings, as they're far too small to get much meat out of, but he did like the idea of stretching his wings a bit, so to speak. Thusly, he elected to use the commotion to shatter his cell and make his way out of the arena, crushing slaves and wardens alike on his way out. Finding his way to the edge of the arena, which was already on the outskirts of the town due to the presence of monstrous fighters, Drog made his escape.
It was a long journey, but Drog eventually made his way out of Cheliax, where a whole world opened up to him. He knew that somewhere out there was the next niche for a bloodthirsty ogre to make his way up in the world. All he had to do was know when and where to follows rules... and when to let loose and have some good old fashioned ogre fun.
== Appearance ==
{{Infobox_character|image = Ogre_by_Hamsterfly-600x437.jpg|imagecaption = Drog (Without hood)}}Drog is about as ugly as your typical ogre-- assuming you put that ogre through a blender full of rocks and rubbed some mud on the resulting monster. Between fighting with his brothers, the Chelish legion, and other slaves, it is not inaccurate to say that Drog is more scar than flesh at this point. Bits of knives and rock stud his greasy skin which is further marred by what were various infections and other products of an utterly filthy existence.
Although his skin is still scarred, Drog knows well enough to wash himself daily and to cover his body with a large patchwork of black cloth when traveling near cities. Lastly, he wears a hood to conceal his visage, although it doesn't offer much in regards to public appeal as it was taken from an executioner, giving Drog the appearance of something of nightmares.
== Personality ==
Drog's personality is crude and blatant to say the least, as he is completely content to laugh at the injury of another, crack jokes at a bad time or not even attempt to veil his malice when someone annoys him. In this regard, Drog is the picture of the typical ogre... however he has learned lessons due to his long years that allowed him to refine himself.
Despite being rude and uncouth, Drog is uncommonly cognizant of the premise of law, going so far as to study (as well as an ogre could) rules and restrictions surrounding racial discrimination and persecution. He doesn't respect law by any means, however he knows that he must leverage it in order to get access to the potential rewards that exist within cities. He won't kill a person unless they're a criminal or they attack him enough to 'threaten his life', which Drog defines by the threshold at which he starts to get annoyed. It is for these reasons that Drog often seeks to employ a lawyer when working within city limits, as well as keeping a HEAVILY abridged version of the most important laws in an easy to read, almost child-like book on his person.
== Relationships ==
{{Infobox_character}}Everyone who maintained a consistent relationship with Drog is currently deceased, however he isn't opposed to the idea of friends. In fact, anyone who he finds entertaining he will gladly fight for, until it's not feasible for him
[[Category:Characters]]
[[Category:Player Characters]]
ooiuj4y7crold628o98tjyz3g7j1vz9
Duke St. James Manor
0
133
208
2018-10-03T16:02:16Z
RunelordHades
35605102
Created Page
208
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{{Infobox location|title = Precipice Quarter Cliff-Side Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler}}
kbx8e9mfqtk7clno1f5pkt10i0c63hm
210
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2018-10-03T16:34:49Z
RunelordHades
35605102
210
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{{Infobox location|title = Precipice Quarter Cliff-Side Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png}}
18qhqd7y3zd31azsnucbxhp9brvhcf4
212
210
2018-10-04T11:52:14Z
RunelordHades
35605102
Added a BUNCH of stuff
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{{Infobox location|title = Duke St. James Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png|imagecaption = Once a beacon of hope, now eroding away.|map = Fowler Manor.png|mapcaption = Current State}}
== History ==
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
Up until recently, the manor was an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
== Outer Description ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was made mostly of stone and mortar that weathered and blended together over time and age. Its sturdiness and squared shaping was one of the main reasons it survived the slide
iqqpqzwv83hsvxu0qcctwi6gj05fa36
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2018-10-04T11:52:46Z
RunelordHades
35605102
RunelordHades moved page [[Precipice Quarter Cliff-face Manor]] to [[Duke St. James Manor]]: Official name
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{{Infobox location|title = Duke St. James Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png|imagecaption = Once a beacon of hope, now eroding away.|map = Fowler Manor.png|mapcaption = Current State}}
== History ==
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
Up until recently, the manor was an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
== Outer Description ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was made mostly of stone and mortar that weathered and blended together over time and age. Its sturdiness and squared shaping was one of the main reasons it survived the slide
iqqpqzwv83hsvxu0qcctwi6gj05fa36
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213
2018-10-04T12:15:01Z
RunelordHades
35605102
Adding more stuff
215
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text/x-wiki
{{Infobox location|title = Duke St. James Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png|imagecaption = Once a beacon of hope, now eroding away.|map = Fowler Manor.png|mapcaption = Current State}}
== '''History''' ==
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
Up until recently, the manor was an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
== '''Exterior Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was made mostly of stone and mortar that weathered and blended together over time and age.
Its sturdiness and squared shaping was one of the main reasons it survived the slide relatively intact, allowing it and the heavy stone it rested itself on to dig in and latch into the cliff face. However, it seems that something or someone has reinforced and dug the building even farther into the cliff's face. The way that the more dense stone has been molded to blend into the cliff face is obviously magical.
Currently, there's no easy way to access the interior given its height difference between the edge of the cliff its dug into and the building's front entrance. It requires some form of flight or rappelling, however the latter is infinitely more dangerous as it is a sheer drop down into the sea below.
The openings of what seemed to be multiple windows have been mostly covered with boards from the interior, with some small spaces to allow ventilation and light to seep into the stone fortress. One of the only entrances that seemed to have not been boarded up instead had a heavy, sturdy steel door which lead into the fourth floor.
Another could possibly be seen, as there was a walled-off outside area that extended off of the first floor but crossed stone beams with squares of empty space large enough to possibly fit a very slender person or a child acted as the roof over the outside area.
There was some extra additions to the building's exterior, which included some gutters and rain catchers made of stone.
== '''Interior Description''' ==
=== '''Floor 1 and Outside Workshop''' ===
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2018-10-04T12:47:08Z
RunelordHades
35605102
Adding MORE INFORMATION. NO. MORE INFORMATION
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{{Infobox location|title = Duke St. James Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png|imagecaption = Once a beacon of hope, now eroding away.|map = Fowler Manor.png|mapcaption = Current State}}
== '''History''' ==
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
Up until recently, the manor was an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
== '''Exterior Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was made mostly of stone and mortar that weathered and blended together over time and age.
Its sturdiness and squared shaping was one of the main reasons it survived the slide relatively intact, allowing it and the heavy stone it rested itself on to dig in and latch into the cliff face. However, it seems that something or someone has reinforced and dug the building even farther into the cliff's face. The way that the more dense stone has been molded to blend into the cliff face is obviously magical.
Currently, there's no easy way to access the interior given its height difference between the edge of the cliff its dug into and the building's front entrance. It requires some form of flight or rappelling, however the latter is infinitely more dangerous as it is a sheer drop down into the sea below.
The openings of what seemed to be multiple windows have been mostly covered with boards from the interior, with some small spaces to allow ventilation and light to seep into the stone fortress. One of the only entrances that seemed to have not been boarded up instead had a heavy, sturdy steel door which lead into the fourth floor.
Another could possibly be seen, as there was a walled-off outside area that extended off of the first floor but crossed stone beams with squares of empty space large enough to possibly fit a very slender person or a child acted as the roof over the outside area.
There was some extra additions to the building's exterior, which included some gutters and rain catchers made of stone.
Nature seemed to already be reincorporating the building's new design features as moss and vines began to wrap and overtake the building once again.
== '''Interior Description''' ==
The interior was very similar to the exterior only clean, for the most part. The stone floors were all smoothed out and felt nice to walk on barefoot, the tile-like design only being an illusion as the floors were all single pieces of stone for each room. It seems that all of the internal damage was fixed magically, the mess that was left by the previous inhabitants having been cleaned away as if they were never there.
You couldn't say that the interior looked new, so much as it looked aged yet well taken care of. What wasn't stone was made with dense wood and metal, like the strong wood doors that were hinged into the stone walls of each doorway, giving each room its own form of privacy.
The rooms were rather dark and cold often times, the stone not doing much to retain the heat of the day, lit either by the light that was allowed to go through the boarded over windows or the many candles that rested on various sconces. However each of the casual areas had their own firewood stove and fireplace with chimneys that were blended into the walls, with cords of firewood and starter stacked neatly next to them.
=== '''First Floor''' ===
The first floor seemed to be where the new inhabitant primarily works out of and lived. The rooms were modest in furniture, bare sans the essentials.
His bedroom had; one bed, a chest for holding personal belongings and a table with a stool. Kept neat and tidy.
Then was the study, lined with books on one side and various racks of armaments on the other. The table tucked in the corner room had various scrolls, maps and journals. Including a huge detailed map of Absalom and its streets, buildings and businesses made seemingly by hand.
The interior work area was primarily magic themed, holding various magical components, bottles and the like strewn about here and there. There was a normal wooden table, covered with messy notes and various spell-related writings. Then there was an actual magical worktable, made entirely of stone. The worktable had a metal magic circle pressed into it, practical for enchanters and magesmiths. To the left and right of the table were two chests which held more magic related items.
The outside work area was a direct contrast of the interior work area and was split into two halves. The first half had a proper forge for metal working and various other worktables with tools of all kind, all well made and with their own purposes. The forge also acted as an oven and stove for cooking, baking and the like. The other half of the outside work area was a garden. Various herbs, spices, teas and vegetables grew from wooden planter boxes while flowers of both vanity and medicinal use grew out of hanging planters.
The last part of the first floor was a storage room filled with barrels, kegs, crates and bags of all shapes and sizes. However an astute eye (DC 25 Perception check) will notice that behind some of the crates and barrels was a door.
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217
216
2018-10-04T13:09:18Z
RunelordHades
35605102
/* Interior Description */
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wikitext
text/x-wiki
{{Infobox location|title = Duke St. James Manor|type = Home|location = Precipice Quarter Cliff|inhabitants = Cernunnos Fowler|image = A3ae6ab13a8c84ec395b1613691d9921.png|imagecaption = Once a beacon of hope, now eroding away.|map = Fowler Manor.png|mapcaption = Current State}}
== '''History''' ==
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
Up until recently, the manor was an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
== '''Exterior Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was made mostly of stone and mortar that weathered and blended together over time and age.
Its sturdiness and squared shaping was one of the main reasons it survived the slide relatively intact, allowing it and the heavy stone it rested itself on to dig in and latch into the cliff face. However, it seems that something or someone has reinforced and dug the building even farther into the cliff's face. The way that the more dense stone has been molded to blend into the cliff face is obviously magical.
Currently, there's no easy way to access the interior given its height difference between the edge of the cliff its dug into and the building's front entrance. It requires some form of flight or rappelling, however the latter is infinitely more dangerous as it is a sheer drop down into the sea below.
The openings of what seemed to be multiple windows have been mostly covered with boards from the interior, with some small spaces to allow ventilation and light to seep into the stone fortress. One of the only entrances that seemed to have not been boarded up instead had a heavy, sturdy steel door which lead into the fourth floor.
Another could possibly be seen, as there was a walled-off outside area that extended off of the first floor but crossed stone beams with squares of empty space large enough to possibly fit a very slender person or a child acted as the roof over the outside area.
There was some extra additions to the building's exterior, which included some gutters and rain catchers made of stone.
Nature seemed to already be reincorporating the building's new design features as moss and vines began to wrap and overtake the building once again.
== '''Interior Description''' ==
The interior was very similar to the exterior only clean, for the most part. The stone floors were all smoothed out and felt nice to walk on barefoot, the tile-like design only being an illusion as the floors were all single pieces of stone for each room. It seems that all of the internal damage was fixed magically, the mess that was left by the previous inhabitants having been cleaned away as if they were never there.
You couldn't say that the interior looked new, so much as it looked aged yet well taken care of. What wasn't stone was made with dense wood and metal, like the strong wood doors that were hinged into the stone walls of each doorway, giving each room its own form of privacy.
The rooms were rather dark and cold often times, the stone not doing much to retain the heat of the day, lit either by the light that was allowed to go through the boarded over windows or the many candles that rested on various sconces. However each of the casual areas had their own firewood stove and fireplace with chimneys that were blended into the walls, with cords of firewood and starter stacked neatly next to them.
=== '''First Floor''' ===
The first floor seemed to be where the new inhabitant primarily works out of and lived. The rooms were modest in furniture, bare sans the essentials.
His bedroom had; one bed, a chest for holding personal belongings and a table with a stool. Kept neat and tidy.
Then was the study, lined with books on one side and various racks of armaments on the other. The table tucked in the corner room had various scrolls, maps and journals. Including a huge detailed map of Absalom and its streets, buildings and businesses made seemingly by hand.
The interior work area was primarily magic themed, holding various magical components, bottles and the like strewn about here and there. There was a normal wooden table, covered with messy notes and various spell-related writings. Then there was an actual magical worktable, made entirely of stone. The worktable had a metal magic circle pressed into it, practical for enchanters and magesmiths. To the left and right of the table were two chests which held more magic related items.
The outside work area was a direct contrast of the interior work area and was split into two halves. The first half had a proper forge for metal working and various other worktables with tools of all kind, all well made and with their own purposes. The forge also acted as an oven and stove for cooking, baking and the like. The other half of the outside work area was a garden. Various herbs, spices, teas and vegetables grew from wooden planter boxes while flowers of both vanity and medicinal use grew out of hanging planters.
The last part of the first floor was a storage room filled with barrels, kegs, crates and bags of all shapes and sizes. However an astute eye (DC 25 Perception check) will notice that behind some of the crates and barrels was a door.
=== Second Floor ===
The second floor is more of a social area, with two (possibly three) guest bedrooms. The two guest bedrooms were carbon copies of each other while the possible third was a storage room. The second floor had a dining table and a few miss matched chairs, great for socializing.
=== Third and Fourth Floor ===
Currently the third and fourth floors are barren, sans a bend slash window seat on the third floor and the door into the building on the fourth floor, a landing just outside of it.
=== The Tower ===
Currently the Guard Tower is barren.
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2019-06-28T08:00:29Z
RunelordHades
35605102
A LOT
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wikitext
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{{Infobox location|title = Duke St. James Manor|type = Home|location = Beldrin's Bluff|inhabitants = Flint Grey|image = 3b61942764cb91ca6606ed7ccc8995c0.jpg|imagecaption = A looming sight, the tall stone towers linger over Beldrin's Bluff...|map = |mapcaption = }}
== '''History''' ==
=== Before The Storm ===
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James, a Pathfinder and General of Escadar now retired. Having a huge family, internal affairs caused the family to separate. St. James's wife had a manor built right beside the main tower, while James's brother did the opposite. Although this was all before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
The manor was once an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
=== The Zephyr Event ===
When the Zephyr Event happened in 4719 AR, the home had seemed to disappear until the powerful necromancer known as Jaerrick Of The Zephyr, who was wielding the Zephyr stone, was defeated by a group of guardsmen and a man named Flint Grey. Upon his defeat and the destruction of the Zephyr Stone, the Precipice Quarter was restored to its state before the earthquakes in 4698 AR, becoming Beldrin's Bluff once again. This included the once piecemeal Duke St. James Manor. Now returned to its pristine state, the manor is now owned by one person. Though recently... more and more activity can be seen from afar...
== '''Exterior Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was eventually expanded into being an almost castle-like design, perfect for the once rich inhabitants that did not enjoy the company of others.
The long stretch of grass and stone paths were covered with trees of various types that were organized rather neatly into various rows, some not native to Absalom. The back had a large empty lot that was already tilled and ready to be used, having a possible yield that was more than enough to subsist on. The back had a outside presentation area as well, perfect for lounging or for meetings. A massive hedge surrounded the property, hiding a spiked fence. From above, you could see the tips of the fence's spike jut out like spear tips. The front of the property had a huge steel gate that normally would require at least two or three servants to open, leading to a massive stone walkway that also could act as a lot for carriages and the like to rest while people were visiting. The walkway lead to two sets of stairs that wrapped around a fountain and sewer grate, for the rainwater to run off from.
The building itself was broken into three sections: the main section being the original guard tower that was revamped to look akin to a military outpost. It almost looked like the chapel of a large church, but the archer slits and the like gave way to its original design. The other two sections were the size of modest manors, built to mirror each other. Unlike the main section, the designs were less Gothic and much more modern.
== '''Interior Description''' ==
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562
561
2019-06-28T08:08:55Z
RunelordHades
35605102
/* Interior Description */
562
wikitext
text/x-wiki
{{Infobox location|title = Duke St. James Manor|type = Home|location = Beldrin's Bluff|inhabitants = Flint Grey|image = 3b61942764cb91ca6606ed7ccc8995c0.jpg|imagecaption = A looming sight, the tall stone towers linger over Beldrin's Bluff...|map = |mapcaption = }}
== '''History''' ==
=== Before The Storm ===
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James, a Pathfinder and General of Escadar now retired. Having a huge family, internal affairs caused the family to separate. St. James's wife had a manor built right beside the main tower, while James's brother did the opposite. Although this was all before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
The manor was once an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
=== The Zephyr Event ===
When the Zephyr Event happened in 4719 AR, the home had seemed to disappear until the powerful necromancer known as Jaerrick Of The Zephyr, who was wielding the Zephyr stone, was defeated by a group of guardsmen and a man named Flint Grey. Upon his defeat and the destruction of the Zephyr Stone, the Precipice Quarter was restored to its state before the earthquakes in 4698 AR, becoming Beldrin's Bluff once again. This included the once piecemeal Duke St. James Manor. Now returned to its pristine state, the manor is now owned by one person. Though recently... more and more activity can be seen from afar...
== '''Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was eventually expanded into being an almost castle-like design, perfect for the once rich inhabitants that did not enjoy the company of others.
The long stretch of grass and stone paths were covered with trees of various types that were organized rather neatly into various rows, some not native to Absalom. The back had a large empty lot that was already tilled and ready to be used, having a possible yield that was more than enough to subsist on. The back had a outside presentation area as well, perfect for lounging or for meetings. A massive hedge surrounded the property, hiding a spiked fence. From above, you could see the tips of the fence's spike jut out like spear tips. The front of the property had a huge steel gate that normally would require at least two or three servants to open, leading to a massive stone walkway that also could act as a lot for carriages and the like to rest while people were visiting. The walkway lead to two sets of stairs that wrapped around a fountain and sewer grate, for the rainwater to run off from.
The building itself was broken into three sections: the main section being the original guard tower that was revamped to look akin to a military outpost. It almost looked like the chapel of a large church, but the archer slits and the like gave way to its original design. The other two sections were the size of modest manors, built to mirror each other. Unlike the main section, the designs were less Gothic and much more modern.
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562
2019-06-28T08:11:13Z
RunelordHades
35605102
/* The Zephyr Event */
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wikitext
text/x-wiki
{{Infobox location|title = Duke St. James Manor|type = Home|location = Beldrin's Bluff|inhabitants = Flint Grey|image = 3b61942764cb91ca6606ed7ccc8995c0.jpg|imagecaption = A looming sight, the tall stone towers linger over Beldrin's Bluff...|map = |mapcaption = }}
== '''History''' ==
=== Before The Storm ===
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James, a Pathfinder and General of Escadar now retired. Having a huge family, internal affairs caused the family to separate. St. James's wife had a manor built right beside the main tower, while James's brother did the opposite. Although this was all before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
The manor was once an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
=== The Zephyr Event ===
When the Zephyr Event happened in 4719 AR, the ruins of the home were suspected to have fallen into the ocean. Zombies were lingering in the Precipice Quarter, created by some unknown source. This lasted for months, more earthquakes happening from time to time until the powerful necromancer known as Jaerrick Of The Zephyr, who was wielding the Zephyr stone, was defeated by a group of guardsmen and a man named Flint Grey. Upon his defeat and the destruction of the Zephyr Stone, the Precipice Quarter was restored to its state before the earthquakes in 4698 AR, becoming Beldrin's Bluff once again. This included the once piecemeal Duke St. James Manor. Now returned to its pristine state, the manor is now owned by one person. Though recently... more and more activity can be seen from afar...
== '''Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was eventually expanded into being an almost castle-like design, perfect for the once rich inhabitants that did not enjoy the company of others.
The long stretch of grass and stone paths were covered with trees of various types that were organized rather neatly into various rows, some not native to Absalom. The back had a large empty lot that was already tilled and ready to be used, having a possible yield that was more than enough to subsist on. The back had a outside presentation area as well, perfect for lounging or for meetings. A massive hedge surrounded the property, hiding a spiked fence. From above, you could see the tips of the fence's spike jut out like spear tips. The front of the property had a huge steel gate that normally would require at least two or three servants to open, leading to a massive stone walkway that also could act as a lot for carriages and the like to rest while people were visiting. The walkway lead to two sets of stairs that wrapped around a fountain and sewer grate, for the rainwater to run off from.
The building itself was broken into three sections: the main section being the original guard tower that was revamped to look akin to a military outpost. It almost looked like the chapel of a large church, but the archer slits and the like gave way to its original design. The other two sections were the size of modest manors, built to mirror each other. Unlike the main section, the designs were less Gothic and much more modern.
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2019-06-28T08:11:37Z
RunelordHades
35605102
/* The Zephyr Event */
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wikitext
text/x-wiki
{{Infobox location|title = Duke St. James Manor|type = Home|location = Beldrin's Bluff|inhabitants = Flint Grey|image = 3b61942764cb91ca6606ed7ccc8995c0.jpg|imagecaption = A looming sight, the tall stone towers linger over Beldrin's Bluff...|map = |mapcaption = }}
== '''History''' ==
=== Before The Storm ===
What is today called the Precipice Quarter was once Absalom's Beldrin's Bluff, a quaint and quiet neighborhood featuring tea shops, minor governmental buildings and a few pleasure houses. In 4698 AR Beldrin's Bluff ceased to exist when a massive earthquake shook the city, shearing off a large chunk of the bluff on which the district stood, sending earth, structures and citizens plummeting into the sea.
What remains are a precariously crumbling cliff-side and the ruins of both the district's infrastructure and the lives of its inhabitants. Law-abiding citizens now steer clear of this part of the city both because of its current population of criminals and because of the persistent rumors of strange hauntings in the ruins of the once idyllic neighborhood.
This mostly stone almost castle-like mansion was once the home of the militaristic Duke St. James, a Pathfinder and General of Escadar now retired. Having a huge family, internal affairs caused the family to separate. St. James's wife had a manor built right beside the main tower, while James's brother did the opposite. Although this was all before the earthquakes swallowed a huge chunk of Beldrin's Bluff, forcing the building to slide down and be pressed into the cliff-side. It was said that Duke St. James died of starvation with his family inside of the old manor some time during the immediate relief effort.
The manor was once an odd hot spot for all sorts of the city's reprobates. The most recent inhabitants were some rather odd drug addicts that were inhabited with maggots and the like. However, the once loud howling that would carry over from the cliff-face and into the sky have gone quiet.
=== The Zephyr Event ===
When the Zephyr Event happened in 4719 AR, the ruins of the home were suspected to have fallen into the ocean. Zombies were lingering in the Precipice Quarter, created by some unknown source. This lasted for months, more earthquakes happening from time to time until the powerful necromancer known as Jaerrick Of The Zephyr, who was wielding the Zephyr stone, was defeated by a group of guardsmen and a man named Flint Grey.
Upon his defeat and the destruction of the Zephyr Stone, the Precipice Quarter was restored to its state before the earthquakes in 4698 AR, becoming Beldrin's Bluff once again. This included the once piecemeal Duke St. James Manor. Now returned to its pristine state, the manor is now owned by one person. Though recently... more and more activity can be seen from afar...
== '''Description''' ==
Built like a fortress, the Duke St. James manor was originally designed as a mimic of a military outpost; it was eventually expanded into being an almost castle-like design, perfect for the once rich inhabitants that did not enjoy the company of others.
The long stretch of grass and stone paths were covered with trees of various types that were organized rather neatly into various rows, some not native to Absalom. The back had a large empty lot that was already tilled and ready to be used, having a possible yield that was more than enough to subsist on. The back had a outside presentation area as well, perfect for lounging or for meetings. A massive hedge surrounded the property, hiding a spiked fence. From above, you could see the tips of the fence's spike jut out like spear tips. The front of the property had a huge steel gate that normally would require at least two or three servants to open, leading to a massive stone walkway that also could act as a lot for carriages and the like to rest while people were visiting. The walkway lead to two sets of stairs that wrapped around a fountain and sewer grate, for the rainwater to run off from.
The building itself was broken into three sections: the main section being the original guard tower that was revamped to look akin to a military outpost. It almost looked like the chapel of a large church, but the archer slits and the like gave way to its original design. The other two sections were the size of modest manors, built to mirror each other. Unlike the main section, the designs were less Gothic and much more modern.
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ECV
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2020-11-01T07:35:37Z
ZenTheMan01
38690496
Created page with "#REDIRECT [[Embaral Commerce Venture]]"
1701
wikitext
text/x-wiki
#REDIRECT [[Embaral Commerce Venture]]
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2020-11-01T07:36:10Z
ZenTheMan01
38690496
Redirected page to [[Embaral Commerce Venture]]
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wikitext
text/x-wiki
#redirect [[Embaral Commerce Venture]]
rzx30t5jgjroo4kolqh7vqa14u8knlp
Eliza Arachne
0
421
849
2020-01-09T17:25:42Z
Gold Fairy
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everything
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wikitext
text/x-wiki
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
fyawobo6l23t4tzmt92so2djkgay7ws
850
849
2020-01-09T17:29:28Z
Gold Fairy
43716013
Moved infobox and added themes
850
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
31izcx4c5gv82qlethkmonkw9f1uwbv
851
850
2020-01-09T17:30:49Z
Gold Fairy
43716013
851
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
ika8j1mqwr5fxgmhksblwlown9y50ew
852
851
2020-01-09T17:36:05Z
Gold Fairy
43716013
852
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have had their minds awakened by the current member of the Hama family of druids that serve as the manor groundskeepers, overseers of the spider farms, and the ones tasked with casting the Awaken spell on Web Tyrant Spiders that have been selected to be the new successor to the Arachne estates and businesses upon having received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
gtfu5r6plmfj4kmtilsv6c0ugsi2t63
972
852
2020-02-23T05:40:12Z
Gold Fairy
43716013
Adding categories
972
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have had their minds awakened by the current member of the Hama family of druids that serve as the manor groundskeepers, overseers of the spider farms, and the ones tasked with casting the Awaken spell on Web Tyrant Spiders that have been selected to be the new successor to the Arachne estates and businesses upon having received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
[[Category:Characters]]
[[Category:Player Characters]]
2pzi2vp2vcesbtn6i3xcmgiqka17cag
999
972
2020-02-25T08:20:54Z
Gold Fairy
43716013
/* Theme Songs: */
999
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Imgonline-com-ua-ReplaceColor-MQrZmArJEF7Va9v.jpg|gender = Female|race = Spider|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have had their minds awakened by the current member of the Hama family of druids that serve as the manor groundskeepers, overseers of the spider farms, and the ones tasked with casting the Awaken spell on Web Tyrant Spiders that have been selected to be the new successor to the Arachne estates and businesses upon having received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Manor Inner Sanctum:
https://www.youtube.com/watch?v=YoLrFxUbgjw
[[Category:Characters]]
[[Category:Player Characters]]
ok7bgij0sj5ag1r9on40f0mbddjdx0l
1001
999
2020-02-25T08:34:36Z
Gold Fairy
43716013
1001
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Sample f09471a0a7ad20aab6a8f4491026f12a.jpg|gender = Female|race = Gearforged|class = Incanter/Wizard|alignment = Evil Evil|deity = Eliza Arachne|age = 2 (Chronologically) 20 (Physically)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
Her true form is that of a Web Tyrant spider.
=== '''History and House Arachne:''' ===
Eliza was only recently awakened to higher intelligence, however, Elizas' noble house is one that determines succession not by lineage, but by selection, she was one of many web tyrant spiders that was raised as a candidate to be the next successor of house Arachne, a house that produces great minds and the finest silks.
House Arachne determines their successor by testing their Web Tyrant Spiders once they have reached maturity, the way this is done is by assessing the quality of the spiders' webs, and how well the spider can make webs of high quality in a number of conditions, many of those conditions harsh, the reasoning behind it is that an awakened spider has a far greater innate understanding of threads and silk than any humanoid could hope to achieve, thus making them ideal for operating the family silk trade once they have had their minds awakened by the current member of the Hama family of druids that serve as the manor groundskeepers, overseers of the spider farms, and the ones tasked with casting the Awaken spell on Web Tyrant Spiders that have been selected to be the new successor to the Arachne estates and businesses upon having received a rigorous and comprehensive education.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, they are now more commonly known for the brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results.
While she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desires
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Manor Inner Sanctum:
https://www.youtube.com/watch?v=YoLrFxUbgjw
[[Category:Characters]]
[[Category:Player Characters]]
eh6v6f35234xnz59vx64fqmqgxjygiz
1448
1001
2020-07-04T14:35:56Z
60.242.100.164
Backstory, Personality, added 2 themes
1448
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Sample f09471a0a7ad20aab6a8f4491026f12a.jpg|gender = Female|race = Gearforged|class = Arcanist/Incanter-Mindchemist|alignment = Neutral Evil|deity = Eliza Arachne|age = 1500 (Has spent the first 800 years in isolation)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air whilst in her human form.
=== '''History and House Arachne:''' ===
Eliza Arachne is a gearforged that started her artificial life waking up trapped in an ancient, labyrinthine ruin deep underground, a ruin that was formerly a great library, thus finding many ruined books, as well as many more that were still in readable condition, in addition to dozens, if not hundreds of her own kind, all deactivated over time.
This left her all alone with nothing to do but to study these remaining tomes, eventually harvesting the memory gears from the defunct gearforged around them in order to gain knowledge from the memories contained within.
It was in this way that Eliza managed to pass the time, eight centuries of it to be more precise, all this time studying the tomes, memory gears, and her own magical abilities, in addition to a single oddity, the continued presence of spiders, which indicated the presence of small gaps in the walls of the ruin that eventually lead to the outside world, these gaps would serve as the pathway she would carve out to escape into the wider world, spurred on by her hunger for more knowledge.
Elizas' noble house is one that determines succession via what seems to be a line of succession from mother to daughter, although the truth is that Eliza simply crafts a shell of sorts that is periodically upgraded throughout the years before serving as Elizas' new body, allowing her to continue her research while also keeping up appearances.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, thanks in large part to the role spiders' played in Elizas' release into the world of Golorian roughly seven centuries prior, even being the inspiration for the Arachne name.
However, they are now more commonly known for the artificially-produced creatures and brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both, since that is what Eliza is at her core.
The Arachne house, while remaining mostly independent, was contacted by the Apsis Consortium following the Rovagug Event, offering a number of benefits as a high-ranking member of the organization in exchange for Eliza Archnes' hand in expanding their interests within Absalom and the surrounding regions during the years of hardship, an offer the constructed noblewoman gladly accepted, understanding the value of being the organizations' foothold in Absalom.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy, being utterly devoted to the pursuit of knowledge, she is driven to accumulate vast hordes of information, even if some of that information is never put to practical use.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results, and while she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desire for further knowledge.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Auto-City:
https://www.youtube.com/watch?v=YH6TphOAI60
Arachne Inner Sanctum:
https://www.youtube.com/watch?v=QIHPgLX-Z18
[[Category:Characters]]
[[Category:Player Characters]]
qykaorxp0qu58gsxyr8dvifkhe6t7hs
1449
1448
2020-07-04T15:06:24Z
60.242.100.164
/* Appearance: */
1449
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Sample f09471a0a7ad20aab6a8f4491026f12a.jpg|gender = Female|race = Gearforged|class = Arcanist/Incanter-Mindchemist|alignment = Neutral Evil|deity = Eliza Arachne|age = 1500 (Has spent the first 800 years in isolation)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air, with a perfect complexion that almost glitters and glimmers in the right light.
Beneath her constructed skin lies various complex systems consisting of tiny gears, springs, wires, and strange pistons, with finely cut gemstones and minerals such as diamond, quartz, silver, and gold, in addition to utilizing both fire-forged and frost-forged steels for temperature regulation, leading to a surface temperature akin to normal human skin, with a freezing internal temperature to enhance processing efficiency while protecting against overheating.
=== '''History and House Arachne:''' ===
Eliza Arachne is a gearforged that started her artificial life waking up trapped in an ancient, labyrinthine ruin deep underground, a ruin that was formerly a great library, thus finding many ruined books, as well as many more that were still in readable condition, in addition to dozens, if not hundreds of her own kind, all deactivated over time.
This left her all alone with nothing to do but to study these remaining tomes, eventually harvesting the memory gears from the defunct gearforged around them in order to gain knowledge from the memories contained within.
It was in this way that Eliza managed to pass the time, eight centuries of it to be more precise, all this time studying the tomes, memory gears, and her own magical abilities, in addition to a single oddity, the continued presence of spiders, which indicated the presence of small gaps in the walls of the ruin that eventually lead to the outside world, these gaps would serve as the pathway she would carve out to escape into the wider world, spurred on by her hunger for more knowledge.
Elizas' noble house is one that determines succession via what seems to be a line of succession from mother to daughter, although the truth is that Eliza simply crafts a shell of sorts that is periodically upgraded throughout the years before serving as Elizas' new body, allowing her to continue her research while also keeping up appearances.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, thanks in large part to the role spiders' played in Elizas' release into the world of Golorian roughly seven centuries prior, even being the inspiration for the Arachne name.
However, they are now more commonly known for the artificially-produced creatures and brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both, since that is what Eliza is at her core.
The Arachne house, while remaining mostly independent, was contacted by the Apsis Consortium following the Rovagug Event, offering a number of benefits as a high-ranking member of the organization in exchange for Eliza Archnes' hand in expanding their interests within Absalom and the surrounding regions during the years of hardship, an offer the constructed noblewoman gladly accepted, understanding the value of being the organizations' foothold in Absalom.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy, being utterly devoted to the pursuit of knowledge, she is driven to accumulate vast hordes of information, even if some of that information is never put to practical use.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results, and while she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desire for further knowledge.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=2VQr5e2kZyQ
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Auto-City:
https://www.youtube.com/watch?v=YH6TphOAI60
Arachne Inner Sanctum:
https://www.youtube.com/watch?v=QIHPgLX-Z18
[[Category:Characters]]
[[Category:Player Characters]]
3wngaqr2vkyww3jrp9fznvz1pxiea4a
1450
1449
2020-07-04T15:21:32Z
60.242.100.164
/* Theme Songs: */
1450
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Sample f09471a0a7ad20aab6a8f4491026f12a.jpg|gender = Female|race = Gearforged|class = Arcanist/Incanter-Mindchemist|alignment = Neutral Evil|deity = Eliza Arachne|age = 1500 (Has spent the first 800 years in isolation)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air, with a perfect complexion that almost glitters and glimmers in the right light.
Beneath her constructed skin lies various complex systems consisting of tiny gears, springs, wires, and strange pistons, with finely cut gemstones and minerals such as diamond, quartz, silver, and gold, in addition to utilizing both fire-forged and frost-forged steels for temperature regulation, leading to a surface temperature akin to normal human skin, with a freezing internal temperature to enhance processing efficiency while protecting against overheating.
=== '''History and House Arachne:''' ===
Eliza Arachne is a gearforged that started her artificial life waking up trapped in an ancient, labyrinthine ruin deep underground, a ruin that was formerly a great library, thus finding many ruined books, as well as many more that were still in readable condition, in addition to dozens, if not hundreds of her own kind, all deactivated over time.
This left her all alone with nothing to do but to study these remaining tomes, eventually harvesting the memory gears from the defunct gearforged around them in order to gain knowledge from the memories contained within.
It was in this way that Eliza managed to pass the time, eight centuries of it to be more precise, all this time studying the tomes, memory gears, and her own magical abilities, in addition to a single oddity, the continued presence of spiders, which indicated the presence of small gaps in the walls of the ruin that eventually lead to the outside world, these gaps would serve as the pathway she would carve out to escape into the wider world, spurred on by her hunger for more knowledge.
Elizas' noble house is one that determines succession via what seems to be a line of succession from mother to daughter, although the truth is that Eliza simply crafts a shell of sorts that is periodically upgraded throughout the years before serving as Elizas' new body, allowing her to continue her research while also keeping up appearances.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, thanks in large part to the role spiders' played in Elizas' release into the world of Golorian roughly seven centuries prior, even being the inspiration for the Arachne name.
However, they are now more commonly known for the artificially-produced creatures and brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both, since that is what Eliza is at her core.
The Arachne house, while remaining mostly independent, was contacted by the Apsis Consortium following the Rovagug Event, offering a number of benefits as a high-ranking member of the organization in exchange for Eliza Archnes' hand in expanding their interests within Absalom and the surrounding regions during the years of hardship, an offer the constructed noblewoman gladly accepted, understanding the value of being the organizations' foothold in Absalom.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy, being utterly devoted to the pursuit of knowledge, she is driven to accumulate vast hordes of information, even if some of that information is never put to practical use.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results, and while she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desire for further knowledge.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat:
https://www.youtube.com/watch?v=WD-w1quslcw
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Auto-City:
https://www.youtube.com/watch?v=YH6TphOAI60
Arachne Inner Sanctum:
https://www.youtube.com/watch?v=QIHPgLX-Z18
[[Category:Characters]]
[[Category:Player Characters]]
bfg7j1heatpf6wrbrl1hkd416egrhyb
1451
1450
2020-07-04T16:33:05Z
60.242.100.164
/* Theme Songs: */
1451
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Sample f09471a0a7ad20aab6a8f4491026f12a.jpg|gender = Female|race = Gearforged|class = Arcanist/Incanter-Mindchemist|alignment = Neutral Evil|deity = Eliza Arachne|age = 1500 (Has spent the first 800 years in isolation)|height = 5'11"|weight = Unknown|hair = Crimson|eyes = Gold}}
=== '''Appearance:''' ===
Eliza is a tall and imposing red-haired woman bearing an hourglass figure and regal air, with a perfect complexion that almost glitters and glimmers in the right light.
Beneath her constructed skin lies various complex systems consisting of tiny gears, springs, wires, and strange pistons, with finely cut gemstones and minerals such as diamond, quartz, silver, and gold, in addition to utilizing both fire-forged and frost-forged steels for temperature regulation, leading to a surface temperature akin to normal human skin, with a freezing internal temperature to enhance processing efficiency while protecting against overheating.
=== '''History and House Arachne:''' ===
Eliza Arachne is a gearforged that started her artificial life waking up trapped in an ancient, labyrinthine ruin deep underground, a ruin that was formerly a great library, thus finding many ruined books, as well as many more that were still in readable condition, in addition to dozens, if not hundreds of her own kind, all deactivated over time.
This left her all alone with nothing to do but to study these remaining tomes, eventually harvesting the memory gears from the defunct gearforged around them in order to gain knowledge from the memories contained within.
It was in this way that Eliza managed to pass the time, eight centuries of it to be more precise, all this time studying the tomes, memory gears, and her own magical abilities, in addition to a single oddity, the continued presence of spiders, which indicated the presence of small gaps in the walls of the ruin that eventually lead to the outside world, these gaps would serve as the pathway she would carve out to escape into the wider world, spurred on by her hunger for more knowledge.
Elizas' noble house is one that determines succession via what seems to be a line of succession from mother to daughter, although the truth is that Eliza simply crafts a shell of sorts that is periodically upgraded throughout the years before serving as Elizas' new body, allowing her to continue her research while also keeping up appearances.
Although House Arachne traces its' origins and much of its' finances to its' silk trade and the innovations they have made in regards to that commodity, thanks in large part to the role spiders' played in Elizas' release into the world of Golorian roughly seven centuries prior, even being the inspiration for the Arachne name.
However, they are now more commonly known for the artificially-produced creatures and brilliant minds they produce, minds that turn their attention towards technologies and arcane practices, devouring all materials on such subjects with a ravenous curiosity, before finding new and interesting ways of applying both, since that is what Eliza is at her core.
The Arachne house, while remaining mostly independent, was contacted by the Apsis Consortium following the Rovagug Event, offering a number of benefits as a high-ranking member of the organization in exchange for Eliza Archnes' hand in expanding their interests within Absalom and the surrounding regions during the years of hardship, an offer the constructed noblewoman gladly accepted, understanding the value of being the organizations' foothold in Absalom.
=== '''Personality:''' ===
Eliza initially appears to be a haughty, egotistical, and somewhat air-headed woman, but this is simply a benign mask, as she is also cold, calculating, ruthless, and lacking any sign of empathy, being utterly devoted to the pursuit of knowledge, she is driven to accumulate vast hordes of information, even if some of that information is never put to practical use.
Eliza is a high-functioning sociopath, through and through, with a love of discovery rather than life, she is less concerned with how her plans and experiments affect others, and is more concerned with studying the results, and while she is by no means a good person, Eliza is not above good deeds, even though such things are done to further her own selfish desire for further knowledge.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Songs:''' ===
Out of Combat (Downtime Theme):
https://www.youtube.com/watch?v=8hFb10p7uWg
In Combat:
https://www.youtube.com/watch?v=_pjaOK7L7Os
Arachne Auto-City:
https://www.youtube.com/watch?v=YH6TphOAI60
Arachne Inner Sanctum:
https://www.youtube.com/watch?v=QIHPgLX-Z18
[[Category:Characters]]
[[Category:Player Characters]]
pg24nefobedxwfhc0v9po1hf2i0g2pb
Embaral Commerce Venture
0
819
1691
2020-11-01T05:52:49Z
ZenTheMan01
38690496
Created page with "uu"
1691
wikitext
text/x-wiki
uu
czx2xnqmopcozjqz7pa8524zq2zpd2g
1694
1691
2020-11-01T07:18:18Z
ZenTheMan01
38690496
1694
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
0ipz9nbx2a99ygkt5tlibozkmbodqvs
1695
1694
2020-11-01T07:18:48Z
ZenTheMan01
38690496
1695
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
63ogkxr8ysmnkzo9g2ekifzph0e7e15
1696
1695
2020-11-01T07:19:47Z
ZenTheMan01
38690496
1696
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
6rn08h006gvfij2fe8f0guofo3vr6qt
1697
1696
2020-11-01T07:20:32Z
ZenTheMan01
38690496
1697
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
llc6qeghyddubytzwjirldgn2kxe28z
1698
1697
2020-11-01T07:20:42Z
ZenTheMan01
38690496
1698
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
6rn08h006gvfij2fe8f0guofo3vr6qt
1699
1698
2020-11-01T07:26:52Z
ZenTheMan01
38690496
1699
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. Working conditions at these outposts are poor, often to the point of being inhumane, with the ECV providing extensive bribes to keep local lords and magistrates off their back. As these outposts are far from the Inner Sea itself, knowledge of these working conditions is almost nonexistent in the Inner Sea region, even among critics of the Venture. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
en8uemgddgxe0q5mdzjd9dbmvd9l62s
1700
1699
2020-11-01T07:30:06Z
ZenTheMan01
38690496
1700
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = Scaevina Wilhelmina Denther
|members = To be expanded
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through Denther.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos. While it meant Absalom would get a small cut of the profits through different forms of taxation, Denther and her investors decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publically condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. Working conditions at these outposts are poor, often to the point of being inhumane, with the ECV providing extensive bribes to keep local lords and magistrates off their back. As these outposts are far from the Inner Sea itself, knowledge of these working conditions is almost nonexistent in the Inner Sea region, even among critics of the Venture. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Foreign cuisine and drink, though mainly items that can survive the lengthy journey. The ECV does employ magical methods for importing food that can spoil, in the form of either magical containers or amateur spellcasters capable of casting Purify Food and Drink. Customers don't need to know their alligator meat arrived looking as green as a goblin's hide, only that it is now fresh and edible. This category also includes numerous foreign alcohols such as Minkaian sake.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency.
jjtlhzhig4wjqtc8ah0moccim748t78
1704
1700
2020-11-02T15:36:07Z
ZenTheMan01
38690496
1704
wikitext
text/x-wiki
{{Infobox organization
|title1 = Embaral Commerce Venture
|image1 = ECV.jpg
|caption1 = Through Hell And High Water
|name = Embaral Commerce Venture
|abbreviation = ECV
|named_after = Embaral Ocean
|land_of_origins = Cheliax
|alignment = Lawful Evil
|headquarters = Absalom
|other_locations = Cheliax, Katapesh, Kelesh, Vudra, Tian Xia
|region_of_operations = Embaral Ocean, Obari Ocean, Inner Sea
|purpose = Trade of exotic and occult items
|motto = "Through Hell And High Water"
|owner = The Lords Thirteen
|members = Scaevina Wilhelmina Denther (CEO)
}}
== History ==
The Embaral Commerce Venture was founded a year after the siege of Absalom that almost led to the return of Rovagug to the Material Plane. The temporarily-successful coup, led by foreign agents, inspired a new wave of imperialistic and nationalistic sentiments in the country's richer circles. The coup was a symbol of Cheliax losing its place as one of the world's mightiest countries, and this was a flaw that had to be righted.
An answer came in the form of a woman by the name of Scaevina Wilhelmina Denther. Seeing a chance to profit off this unrest, she lobbied with several influential noble families for funding of a new project. The Inner Sea had long traded with the countries further to the east such as Vudra and distant Tian Xia, but never with any true structure. The Embaral Commerce Venture would be an answer, a way for Cheliax to establish itself as a primary link between west and east. The ECV would become a channel for organized import between these distant lands. Exotic goods would be imported in greater amounts and sold at exorbitant prices in the Inner Sea, the profit of which would flow back to Cheliax through the Venture.
Though Denther had originally hoped to be the single figure of power within the Venture, the investors that would become the Venture's shareholders instead established the Lords Thirteen. These thirteen individuals, drawn from noble or wealthy families across Cheliax, would act as the Board of Directors for the ECV. Though Denther still ran the organization's day-to-day activities and had all the power associated with this position, it made her more of a figurehead than someone with true control over the Venture's comings and goings.
Over the nine years that followed, the ECV became a known name in the Inner Sea. Fine silks, foreign spices and Tian tea proved to be popular among the region's rich and powerful. Where before they were available only in small trickles from small companies, they could now be purchased more easily. The ECV kept the prices low enough to push these smaller companies out of the market, but high enough to continue making a tidy profit. The Venture was also known to import more questionable goods, but kept these dealings under wraps, never peddling these wares where they would be illegal.
Though Denther was never removed from her position, the composition of the Lords Thirteen did change over time. Rather than purely Chelaxian, internal politics and maneuvering among the investors and shareholders led to the appointment of five foreigners on the Lords Thirteen. While this opened up new opportunities for the Venture, it also led to friction within the Lords Thirteen themselves as the remaining eight Chelaxian members chafed at sharing their power with foreigners. Ultimately the cash flow still ended at Cheliax rather than the homelands of these foreign members, which meant the company's shareholders made no attempts to rectify this.
Nonetheless, it meant that the Venture's major business contacts and sources were no longer primarily within Cheliax itself, but were instead spread across the Inner Sea region. Eventually the decision was made to move the ECV's headquarters to the Isle of Kortos, as this central location would make cooperation with foreign partners go more smoothly. While it meant Absalom would get a small cut of the profits through different forms of taxation, the Lords Thirteen and the shareholders alike decided the new opportunities would be worth the losses. After acquiring a sizeable office building in the Coins district, the Venture made a full move to Absalom, leaving their old office in Egorian as their new Cheliax branch.
The organization's motto is "Through Hell And High Water". The ECV presents this as a heroic statement, a promise that the Venture will secure these foreign resources in distant lands for the betterment of the Inner Sea. Of course, the real meaning is hardly subtle. While the ECV would never publically treat the motto as such, Denther originally created it as a reference to Cheliax's infernal allies. Critics often see it as indicative of the Venture: proper on the surface, but insidious if you look deeper.
== Description ==
The ECV makes little mystery of its allegiance. Many of its officers and managers are drawn from Chelaxian high society, and are infamous for carrying themselves with a certain nationalistic pride. However, all of these individuals go through courses and training to improve their attitudes towards foreigners and members of other races. While the Venture does not discourage nationalism, the ECV is out to make profit. Members are encouraged to keep more radical ideologies to themselves. Even before moving its headquarters, the ECV employed numerous individuals of non-human races or foreign nationalities. While the ECV is certainly pro-Cheliax, the company also works like a meritocracy. Old members from when the ECV was a purely Chelaxian organization bristle at the idea, but it's not unheard of for the ECV to have non-humans in position of power, most commonly as ship captains.
Similarly, ECV crews are often colorful and vary greatly, as captains are given relative freedom in running their own ships as long as they remain within budget. ECV managers are trained to be ever-careful with which crew gets sent where, due to the numerous different races that make up the crews of individual ships. A ship with a half-orc captain will never be sent to a port known to be harassed by a local orc tribe, a ship with a slave-crew will never be sent to a port where slavery is illegal, and a ship with a tiefling captain will never dock at Cheliax itself. The ECV's loose grip on this goes both ways. Captains are free to run ships of jolly friends and grim cutthroats alike. Press-ganged or otherwise enslaved crews are allowed (and in some places encouraged) by the company. Even undead crews aren't grounds for dismissal.
The ECV also trades in more... dubious goods. While the company does accept such deals, headquarters is notoriously hands-off with them. The ECV is known to be highly apologetic when such a crew causes controversy, often paying more for fines than is requested, publicly condemning their employees' actions and even sending high-level managers from headquarters to handle these diplomatic issues. However, critics often note that these large gestures hide the fact that the ECV makes no real structural changes to prevent them, nor do they seem to punish the responsible captains and managers very extensively.
The ECV does not only trade from locals, also possessing a handful of mines and plantations around foreign ports where the Venture's more common products are produced. While requiring a high initial investment, these additional holdings eliminate the need to haggle with local trade magnates and magistrates and save money on the long term. Working conditions at these outposts are poor, often to the point of being inhumane, with the ECV providing extensive bribes to keep local lords and magistrates off their back. As these outposts are far from the Inner Sea itself, knowledge of these working conditions is almost nonexistent in the Inner Sea region, even among critics of the Venture. The expansion of these types of sub-divisions is currently a priority of the ECV.
The ECV's imports are greatly varied, in part due to the wide variety of ports its ships dock at. Its most common imports consist of:
*Silk, exotic leathers & other clothing materials, primarily those that are hard to acquire within the Inner Sea itself. These materials are popular among the rich and powerful. Sometimes ECV imports clothes of all different sizes tailored from these materials in larger amounts, primarily for crowds that like to flaunt that their clothing was hand-crafted in foreign lands.
*Spices & herbs, many of which are hard to grow in the climates of the Inner Sea and don't appear in the region naturally. Many wealthy individuals develop a taste for particular spices and pay high prices for even small amounts. The greatest of these imports is black pepper, a spice that has become ubiquitous on the tables of the rich and famous. Native to Vudra, many ECV ships carry nothing but this spice in their hulls as they return to Absalom.
*Foreign cuisine and drink, though mainly items that can survive the lengthy journey. The ECV does employ magical methods for importing food that can spoil, in the form of either magical containers or amateur spellcasters capable of casting Purify Food and Drink. Customers don't need to know their alligator meat arrived looking as green as a goblin's hide, only that it is now fresh and edible. This category also includes numerous foreign alcohols such as Minkaian sake.
*Precious minerals & gems, which in many cases are considerably cheaper in foreign ports. Many types of gems and metals that are considered rare in the Inner Sea are common if not ubiquitous in the eastern lands the ECV primarily trades with. By buying these at foreign ports at low prices and then shipping them back to the Inner Sea, the ECV can make massive profits.
*Occult reagents, commonly for the many different wealthy mages and magical academies scattered across the Inner Sea region. Those with an interest in foreign magics often find that they require material components that can't be found within the Inner Sea. While these components are usually imported only by order rather than en-masse, the ECV receives a steady flow of such orders from many different individuals and organizations. Even the Arcanamirium regularly employs the ECV to acquire large shipments of these materials. The ECV also imports reagents that are commonly used for forms of magic that are illegal in many places, such as the onyx gems employed by many necromancers. While the company is criticized for this, it maintains the stance that most of these items are not illegal by themselves, and that they are not responsible for how they are used.
The ECV also has a number of less common imports. The Venture either brings these to the Inner Sea in limited amounts, or sometimes even only on request, especially in the case of goods that would be illegal in many countries in the Inner Sea. Its less common imports include but are not limited to:
*Bones & ivory, both as an item of luxury and as a reagent. Though less common than jewelry and expensive clothes, some use ivory or the skeletons of entire beasts as part of their house's furniture. Certain alchemists, apothecaries and mages also require these items for use in alchemical items, potions or magic.
*Porcelain, mostly as a luxury item. Many Tian countries have unique styles of porcelain that certain collectors or connoiseurs love, but ultimately it is a niche item.
*Crude oil, a resource whose potential has not yet been tapped in great amounts on Golarion. Though certain types of animal and vegetable oils are already in use in the Inner Sea for things like oil lamps or lubrication of certain devices, true petroleum is only used by a handful of alchemists. As it's more common in the east than in the Inner Sea region, the ECV imports it in small but steady amounts.
*Slaves, while often considered amoral and unethical, are nonetheless a valuable commodity in the Inner Sea region. The ECV usually keeps its slave trade as one of its more hush-hush branches, not wanting to ruin its reputation with countries that value liberty. Most ECV vessels that transport slaves hop between specific ports where the trade is legal, rather than making stops as needed like many of the company's other ships. Additionally, it never joins in the slave trade in Absalom itself to keep these activities out of the eyes of its partners in the Inner Sea's biggest trade hub.
*Drugs, with similar methods as slaves. ECV vessels that transport narcotics almost always do so with carefully pre-planned routes and captains with experience in smuggling. These narcotics are often hidden among other trade goods. The ECV only handles import of these narcotics, and does not resell; they simply deliver these (often illegal) goods to interested parties.
== Members & Positions ==
*'''The Lords Thirteen:''' Thirteen wealthy and powerful individuals appointed by the Venture's numerous shareholders. Eight are Chelaxian. Three are from Cheliax's former territories: a Nidalese shadowcaster, a Korvosan, and a Molthuni. The other two are from the Inner Sea's two biggest trade ports: Absalom and Katapesh.
*'''CEO:''' Scaevina Wilhelmina Denther<br />Scaevina is the first head of the ECV, having secured the financial and political support required for the founding of the Venture herself. A former Chelaxian naval officer, Scaevina earned a reputation for possessing a combination of inspiring charisma and ruthless efficiency. Despite having considerable power within the Venture itself, most see her as a figurehead for the Lords Thirteen. It's not a secret she's frustrated by this fact, and seeks to expand her power further.
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Embur Bitey-Bomb
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2018-12-27T11:16:30Z
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Created page with "{{ATCOS_Character_Infobox|title1 = Slushii Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break t..."
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{{ATCOS_Character_Infobox|title1 = Slushii Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break things, burn things, hurt things, kill things... and they make the BEST noises!"|gender = Male|race = Goblin|class = Alchemist|alignment = Chaotic Neutral|deity = N/A|age = 13|height = 3'4"|weight = 42 lbs|hair = Seaweed Green|eyes = Ruby Red}}
=='''<font size="6">The Rock-Chomper Tribe</font>'''==
Established at the base of a great mountain, new tribe-members are generally made to chisel away at sturdy granite with shoddy pickaxes and shovels. To spend one's day breaking away the rocks under the blistering heat of the sun is a tradition, of sorts. Of course, this exercise serves a dual purpose; While the Goblins benefit somewhat from having a surplus of stone and ore, and the workers develop considerable strength from their time in the quarry, their primary reason for forcing their youthful kin to work in such poor conditions is weeding out the weak and disloyal. Those who collapse from exhaustion before the day's end, or those who are caught sneaking away from their duties, are almost always banished, exiled, or branded as an outsider.
Those Goblins who power through their early years eventually leave the mines and join other, more experienced kin and pick up a trade or job. Many of the strongest miners become battle-masters and barbaric raiders, while those of leaner build are often enlisted as spies and theives. Very rarely, a Goblin will emerge from the quarry and demonstrate above-average mental power, and are quickly left in the tutelage of the small cluster of booyahgs, alchemists, and mystics.
With ranks consisting exclusively of true Goblins, it's no wonder that the leaders of this tribe are also Goblins. Hobgoblins have yet to have tread upon the territory of the Roch-Chompers, so elder Goblins like Warchief Klurack, Xixnab the Sneaky, and Kiramksh Quartz-Jaw hold great sway over their younger clan members. Their numerous years and countless battles are recognized by all of their tribe. Their voices are among the few things that can silence a rowdy Goblin riot, a feat only matched by a dragon's roar... or the scent of a decent meal. Under the Elders' leadership, this tribe has felled many a great foe, and has plundered countless hoards of human treasure.
=='''<font size="6">Slushii's Backstory</font>'''==
Born in the same pit that most Goblins of his clan came from, Slushii seemed to be a completely average, normal member of the Rock-Chomper tribe from the very start. Only a few years or so after his eyes first opened, he joined his siblings in the Glittering Quarry to mine for quartz, granite, and metal ores for the good of his kin. Of course, not everyone could be an examplar of natural strength, and Slushii found himself lagging behind many of his peers when it came to breaking stone. He was swifter and more perceptive than them, however, and often managed to spot otherwise unseen or unreachable valuables buried in the granite. Slushii most often managed to haul the shiniest, glitteriest ores and gems to his overseers, much to the chagrin of the other miners who brought up only simple stone.
Everything seemed to be going well for Slushii up unto his seventh year of life; He'd become popular with the Quarry's overseers for is many valuable contributions to the tribe's wealth, and for the past few months he'd become the tribes brightest new alchemist! He'd learned to craft bombs and simple potions, recreating effects normally only avilable to magically-gifted Goblins. However, Goblins tend to be... unlucky, at times, and the Rock-Chomper clan was no exception. Slushii didn't know exactly what happened on that fateful night, but the deep, rapid beating of the camp's warning drum was the first thing he noticed. Peeking out of his hut, he only saw the silhouette of some massive, towering creature. Running outside, the threat was obvious; A pair of ogres had wandered into their territory. Huts were being smashed, and a section of the once-strong barriers that guarded the camp's denizens had been torn asunder by the invaders' impossible might. In a split second, Slushii made what was probably his best choice and darted out of the camp through the demolished wall, sprinting away from the ogres and his kin. From there, he wandered into the forests that surrounded the great mountain's base, sleeping in trees whenever he had to stop searching for... well, anything, really.
Eventually, of course, he ''did'' end up finding something of significance. Amid the dense forest's countless trees, Slushii stumbled upon a dusty road, along with a strange sign that seemed to point him toward a human settlement of some sort. Using a simple, inexpensive potion, he disguised his true form with magic and infiltrated their community for the day. He acquired a free meal, discussed the locale with some other foreigners, and ended up boarding a ferry to a strange new place called 'Absalom.' All he could glean from other passengers was that the place was 'friendly-enough' to outsiders, and that it was generally a safe sort of place to be. Figuring he had little to lose, the little Goblin allowed himself to pass out on the ride to this mysterious city, only wondering what sorts of things he'd do once he got there...
=='''<font size="6">His Story So Far...</font>'''==
Only a few moments after departing from his voyage, Slushii met a friendly (and anatomically... ''different'') alchemist by the name of Lara Folis. They seemed to get along well, and Lara became the first non-Goblin that Slushii could mostly trust. She left him with a guide to the city, and they parted ways. Unfortunately, in a new environment and with little supervision, it took Slushii very, very little time to get into some sort of trouble; On his way through The Coins district, he seemed to misunderstand how buying things works and inadvertantly stole an apple. When confronted by guards, he panicked and ran only a short distance before being apprehended.
Ultimately, the alleged crime was rules as a sort of lesser misdemeanor. The guards would bring the 'thief' in and lock him up for the night and release him the next day, as they were fairly sure that Slushii probably meant no harm. Jailed and somewhat perturbed, he got to know a couple of other prisoners a bit better. Vaikono and Raven, who'd been imprisoned on some other business, lamented over their current surroundings for a bit before Vai and Slushii conversed about their career paths and singing abilities. After a short while, the Goblin fell asleep, snoozing soundly on the stony floor of his cell as he awaited his release the next day...
(Ongoing, will continue once more stuff occurs)
=='''<font size="6">Appearance</font>'''==
As is the case with most Goblins, Slushii Bitey-Bomb is... rather short. Standing at around the height of a Halfling, his diminutive stature leads certain people to underestimate his abilities. Unlike Goblins of other clans, however, Slushii and his kin tend to be somewhat less ugly or malformed than one may expect (likely a result of a chance encounter between the Rock-Chompers and a group of strange Gnomish nomads several generations ago). However, with hair of a deep, dark, green hue and pale-lime skin, there's no chance that he'd be mistaken for anything other than a very lean, dexterous Goblin.
=='''<font size="6">Personality</font>'''==
If one were to ask a Goblin, one would be told that Shushii is a very relaxed, calm sort of person who lives life at a slower pace. Unfortunately, that's only because Goblins tend to live life at the maximum pace at any given moment, so any degree of slowness is considered deeply abnormal. Slushii can be a little impatient and irritating at times, but he rarely actually means to do harm or to annoy. He's inquisitive and curious, always learning something new about the world away from his clan.
In addition, this particular Goblin was gifted with a greater attention span than his kin, and prefers to plan things out as opposed to charging head on. He likes to think of himself as a sort of intellectual, and greatly craves new knowledge. He's most in his element when brewing potions and crafting explosives, and derives extreme pleasure from admiring his own well-crafted creations.
Even so, he shares a certain love of violent occasion with other Goblins; Slushii is smart enough to know that it's a bad idea to break other people's possessions or to assault someone, but given the opportunity to watch a street-fight or to violently stop a burglary, he likely would.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|Lara Folis
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
tpadkvfb8wt6zsor7bbz2mpm6z5f366
337
321
2019-01-19T10:03:59Z
Hyper-HeartBeat
37943947
Adding categories
337
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Slushii Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break things, burn things, hurt things, kill things... and they make the BEST noises!"|gender = Male|race = Goblin|class = Alchemist|alignment = Chaotic Neutral|deity = N/A|age = 13|height = 3'4"|weight = 42 lbs|hair = Seaweed Green|eyes = Ruby Red}}
=='''<font size="6">The Rock-Chomper Tribe</font>'''==
Established at the base of a great mountain, new tribe-members are generally made to chisel away at sturdy granite with shoddy pickaxes and shovels. To spend one's day breaking away the rocks under the blistering heat of the sun is a tradition, of sorts. Of course, this exercise serves a dual purpose; While the Goblins benefit somewhat from having a surplus of stone and ore, and the workers develop considerable strength from their time in the quarry, their primary reason for forcing their youthful kin to work in such poor conditions is weeding out the weak and disloyal. Those who collapse from exhaustion before the day's end, or those who are caught sneaking away from their duties, are almost always banished, exiled, or branded as an outsider.
Those Goblins who power through their early years eventually leave the mines and join other, more experienced kin and pick up a trade or job. Many of the strongest miners become battle-masters and barbaric raiders, while those of leaner build are often enlisted as spies and theives. Very rarely, a Goblin will emerge from the quarry and demonstrate above-average mental power, and are quickly left in the tutelage of the small cluster of booyahgs, alchemists, and mystics.
With ranks consisting exclusively of true Goblins, it's no wonder that the leaders of this tribe are also Goblins. Hobgoblins have yet to have tread upon the territory of the Roch-Chompers, so elder Goblins like Warchief Klurack, Xixnab the Sneaky, and Kiramksh Quartz-Jaw hold great sway over their younger clan members. Their numerous years and countless battles are recognized by all of their tribe. Their voices are among the few things that can silence a rowdy Goblin riot, a feat only matched by a dragon's roar... or the scent of a decent meal. Under the Elders' leadership, this tribe has felled many a great foe, and has plundered countless hoards of human treasure.
=='''<font size="6">Slushii's Backstory</font>'''==
Born in the same pit that most Goblins of his clan came from, Slushii seemed to be a completely average, normal member of the Rock-Chomper tribe from the very start. Only a few years or so after his eyes first opened, he joined his siblings in the Glittering Quarry to mine for quartz, granite, and metal ores for the good of his kin. Of course, not everyone could be an examplar of natural strength, and Slushii found himself lagging behind many of his peers when it came to breaking stone. He was swifter and more perceptive than them, however, and often managed to spot otherwise unseen or unreachable valuables buried in the granite. Slushii most often managed to haul the shiniest, glitteriest ores and gems to his overseers, much to the chagrin of the other miners who brought up only simple stone.
Everything seemed to be going well for Slushii up unto his seventh year of life; He'd become popular with the Quarry's overseers for is many valuable contributions to the tribe's wealth, and for the past few months he'd become the tribes brightest new alchemist! He'd learned to craft bombs and simple potions, recreating effects normally only avilable to magically-gifted Goblins. However, Goblins tend to be... unlucky, at times, and the Rock-Chomper clan was no exception. Slushii didn't know exactly what happened on that fateful night, but the deep, rapid beating of the camp's warning drum was the first thing he noticed. Peeking out of his hut, he only saw the silhouette of some massive, towering creature. Running outside, the threat was obvious; A pair of ogres had wandered into their territory. Huts were being smashed, and a section of the once-strong barriers that guarded the camp's denizens had been torn asunder by the invaders' impossible might. In a split second, Slushii made what was probably his best choice and darted out of the camp through the demolished wall, sprinting away from the ogres and his kin. From there, he wandered into the forests that surrounded the great mountain's base, sleeping in trees whenever he had to stop searching for... well, anything, really.
Eventually, of course, he ''did'' end up finding something of significance. Amid the dense forest's countless trees, Slushii stumbled upon a dusty road, along with a strange sign that seemed to point him toward a human settlement of some sort. Using a simple, inexpensive potion, he disguised his true form with magic and infiltrated their community for the day. He acquired a free meal, discussed the locale with some other foreigners, and ended up boarding a ferry to a strange new place called 'Absalom.' All he could glean from other passengers was that the place was 'friendly-enough' to outsiders, and that it was generally a safe sort of place to be. Figuring he had little to lose, the little Goblin allowed himself to pass out on the ride to this mysterious city, only wondering what sorts of things he'd do once he got there...
=='''<font size="6">His Story So Far...</font>'''==
Only a few moments after departing from his voyage, Slushii met a friendly (and anatomically... ''different'') alchemist by the name of Lara Folis. They seemed to get along well, and Lara became the first non-Goblin that Slushii could mostly trust. She left him with a guide to the city, and they parted ways. Unfortunately, in a new environment and with little supervision, it took Slushii very, very little time to get into some sort of trouble; On his way through The Coins district, he seemed to misunderstand how buying things works and inadvertantly stole an apple. When confronted by guards, he panicked and ran only a short distance before being apprehended.
Ultimately, the alleged crime was rules as a sort of lesser misdemeanor. The guards would bring the 'thief' in and lock him up for the night and release him the next day, as they were fairly sure that Slushii probably meant no harm. Jailed and somewhat perturbed, he got to know a couple of other prisoners a bit better. Vaikono and Raven, who'd been imprisoned on some other business, lamented over their current surroundings for a bit before Vai and Slushii conversed about their career paths and singing abilities. After a short while, the Goblin fell asleep, snoozing soundly on the stony floor of his cell as he awaited his release the next day...
(Ongoing, will continue once more stuff occurs)
=='''<font size="6">Appearance</font>'''==
As is the case with most Goblins, Slushii Bitey-Bomb is... rather short. Standing at around the height of a Halfling, his diminutive stature leads certain people to underestimate his abilities. Unlike Goblins of other clans, however, Slushii and his kin tend to be somewhat less ugly or malformed than one may expect (likely a result of a chance encounter between the Rock-Chompers and a group of strange Gnomish nomads several generations ago). However, with hair of a deep, dark, green hue and pale-lime skin, there's no chance that he'd be mistaken for anything other than a very lean, dexterous Goblin.
=='''<font size="6">Personality</font>'''==
If one were to ask a Goblin, one would be told that Shushii is a very relaxed, calm sort of person who lives life at a slower pace. Unfortunately, that's only because Goblins tend to live life at the maximum pace at any given moment, so any degree of slowness is considered deeply abnormal. Slushii can be a little impatient and irritating at times, but he rarely actually means to do harm or to annoy. He's inquisitive and curious, always learning something new about the world away from his clan.
In addition, this particular Goblin was gifted with a greater attention span than his kin, and prefers to plan things out as opposed to charging head on. He likes to think of himself as a sort of intellectual, and greatly craves new knowledge. He's most in his element when brewing potions and crafting explosives, and derives extreme pleasure from admiring his own well-crafted creations.
Even so, he shares a certain love of violent occasion with other Goblins; Slushii is smart enough to know that it's a bad idea to break other people's possessions or to assault someone, but given the opportunity to watch a street-fight or to violently stop a burglary, he likely would.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|Lara Folis
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
[[Category:Characters]]
[[Category:Player Characters]]
ko1d849odm4dlbk4oazvm1drghx1ts2
342
337
2019-01-25T06:28:24Z
Hyper-HeartBeat
37943947
Added to Story so Far, Updated Name
342
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Slushii Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break things, burn things, hurt things, kill things... and they make the BEST noises!"|gender = Male|race = Goblin|class = Alchemist|alignment = Chaotic Neutral|deity = N/A|age = 13|height = 3'4"|weight = 42 lbs|hair = Seaweed Green|eyes = Ruby Red}}
=='''<font size="6">The Rock-Chomper Tribe</font>'''==
Established at the base of a great mountain, new tribe-members are generally made to chisel away at sturdy granite with shoddy pickaxes and shovels. To spend one's day breaking away the rocks under the blistering heat of the sun is a tradition, of sorts. Of course, this exercise serves a dual purpose; While the Goblins benefit somewhat from having a surplus of stone and ore, and the workers develop considerable strength from their time in the quarry, their primary reason for forcing their youthful kin to work in such poor conditions is weeding out the weak and disloyal. Those who collapse from exhaustion before the day's end, or those who are caught sneaking away from their duties, are almost always banished, exiled, or branded as an outsider.
Those Goblins who power through their early years eventually leave the mines and join other, more experienced kin and pick up a trade or job. Many of the strongest miners become battle-masters and barbaric raiders, while those of leaner build are often enlisted as spies and theives. Very rarely, a Goblin will emerge from the quarry and demonstrate above-average mental power, and are quickly left in the tutelage of the small cluster of booyahgs, alchemists, and mystics.
With ranks consisting exclusively of true Goblins, it's no wonder that the leaders of this tribe are also Goblins. Hobgoblins have yet to have tread upon the territory of the Roch-Chompers, so elder Goblins like Warchief Klurack, Xixnab the Sneaky, and Kiramksh Quartz-Jaw hold great sway over their younger clan members. Their numerous years and countless battles are recognized by all of their tribe. Their voices are among the few things that can silence a rowdy Goblin riot, a feat only matched by a dragon's roar... or the scent of a decent meal. Under the Elders' leadership, this tribe has felled many a great foe, and has plundered countless hoards of human treasure.
=='''<font size="6">Slushii's Backstory</font>'''==
Born in the same pit that most Goblins of his clan came from, the Goblin originally named 'Slushii' (Currently Embur) seemed to be a completely average, normal member of the Rock-Chomper tribe from the very start. Only a few years or so after his eyes first opened, he joined his siblings in the Glittering Quarry to mine for quartz, granite, and metal ores for the good of his kin. Of course, not everyone could be an examplar of natural strength, and Slushii found himself lagging behind many of his peers when it came to breaking stone. He was swifter and more perceptive than them, however, and often managed to spot otherwise unseen or unreachable valuables buried in the granite. Slushii most often managed to haul the shiniest, glitteriest ores and gems to his overseers, much to the chagrin of the other miners who brought up only simple stone.
Everything seemed to be going well for Slushii up unto his seventh year of life; He'd become popular with the Quarry's overseers for is many valuable contributions to the tribe's wealth, and for the past few months he'd become the tribes brightest new alchemist! He'd learned to craft bombs and simple potions, recreating effects normally only avilable to magically-gifted Goblins. However, Goblins tend to be... unlucky, at times, and the Rock-Chomper clan was no exception. Slushii didn't know exactly what happened on that fateful night, but the deep, rapid beating of the camp's warning drum was the first thing he noticed. Peeking out of his hut, he only saw the silhouette of some massive, towering creature. Running outside, the threat was obvious; A pair of ogres had wandered into their territory. Huts were being smashed, and a section of the once-strong barriers that guarded the camp's denizens had been torn asunder by the invaders' impossible might. In a split second, Slushii made what was probably his best choice and darted out of the camp through the demolished wall, sprinting away from the ogres and his kin. From there, he wandered into the forests that surrounded the great mountain's base, sleeping in trees whenever he had to stop searching for... well, anything, really.
Eventually, of course, he ''did'' end up finding something of significance. Amid the dense forest's countless trees, Slushii stumbled upon a dusty road, along with a strange sign that seemed to point him toward a human settlement of some sort. Using a simple, inexpensive potion, he disguised his true form with magic and infiltrated their community for the day. He acquired a free meal, discussed the locale with some other foreigners, and ended up boarding a ferry to a strange new place called 'Absalom.' All he could glean from other passengers was that the place was 'friendly-enough' to outsiders, and that it was generally a safe sort of place to be. Figuring he had little to lose, the little Goblin allowed himself to pass out on the ride to this mysterious city, only wondering what sorts of things he'd do once he got there...
=='''<font size="6">His Story So Far...</font>'''==
Only a few moments after departing from his voyage, Slushii met a friendly (and anatomically... ''different'') alchemist by the name of Lara Folis. They seemed to get along well, and Lara became the first non-Goblin that Slushii could mostly trust. She left him with a guide to the city, and they parted ways. Unfortunately, in a new environment and with little supervision, it took Slushii very, very little time to get into some sort of trouble; On his way through The Coins district, he seemed to misunderstand how buying things works and inadvertantly stole an apple. When confronted by guards, he panicked and ran only a short distance before being apprehended.
Ultimately, the alleged crime was rules as a sort of lesser misdemeanor. The guards would bring the 'thief' in and lock him up for the night and release him the next day, as they were fairly sure that Slushii probably meant no harm. Jailed and somewhat perturbed, he got to know a couple of other prisoners a bit better. Vaikono and Raven, who'd been imprisoned on some other business, lamented over their current surroundings for a bit before Vai and Slushii conversed about their career paths and singing abilities. After a short while, the Goblin fell asleep, snoozing soundly on the stony floor of his cell as he awaited his release the next day...
After his release, Slushii was quick to seek out the Solar Shields, looking to join their ranks. He was tasked with hunting and slaying an Ooze, who's component material would be used in some sort of recipe. The young Goblin agreed, and quickly ran into a merchant willing to aid him. However, due to a freak accident, the Ooze was released in the middle of a crowded street, forcing Slushii to engage in combat. A couple of bomb tosses later, and the alchemist had slain the wicked, gelatinous monster.
Bringing his trophy back to the Shields' lodge, Slushii earned his place amid the group and finally found himself a home within Absalom. After spending a few weeks in deep study, he wandered the Foreign Quarter and met up with another alchemist of some sort, as well as Lara.
(Ongoing, will continue once more stuff occurs)
=='''<font size="6">Appearance</font>'''==
As is the case with most Goblins, Embur Bitey-Bomb is... rather short. Standing at around the height of a Halfling, his diminutive stature leads certain people to underestimate his abilities. Unlike Goblins of other clans, however, Embur and his kin tend to be somewhat less ugly or malformed than one may expect (likely a result of a chance encounter between the Rock-Chompers and a group of strange Gnomish nomads several generations ago). However, with hair of a deep, dark, green hue and pale-lime skin, there's no chance that he'd be mistaken for anything other than a very lean, dexterous Goblin.
=='''<font size="6">Personality</font>'''==
If one were to ask a Goblin, one would be told that Shushii is a very relaxed, calm sort of person who lives life at a slower pace. Unfortunately, that's only because Goblins tend to live life at the maximum pace at any given moment, so any degree of slowness is considered deeply abnormal. Slushii can be a little impatient and irritating at times, but he rarely actually means to do harm or to annoy. He's inquisitive and curious, always learning something new about the world away from his clan.
In addition, this particular Goblin was gifted with a greater attention span than his kin, and prefers to plan things out as opposed to charging head on. He likes to think of himself as a sort of intellectual, and greatly craves new knowledge. He's most in his element when brewing potions and crafting explosives, and derives extreme pleasure from admiring his own well-crafted creations.
Even so, he shares a certain love of violent occasion with other Goblins; Slushii is smart enough to know that it's a bad idea to break other people's possessions or to assault someone, but given the opportunity to watch a street-fight or to violently stop a burglary, he likely would.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|Lara Folis
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
[[Category:Characters]]
[[Category:Player Characters]]
q68h1oepsdo2udlpun5gr9za3h9c1oi
343
342
2019-01-25T06:28:39Z
Hyper-HeartBeat
37943947
Hyper-HeartBeat moved page [[Slushii Bitey-Bomb]] to [[Embur Bitey-Bomb]]
343
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Slushii Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break things, burn things, hurt things, kill things... and they make the BEST noises!"|gender = Male|race = Goblin|class = Alchemist|alignment = Chaotic Neutral|deity = N/A|age = 13|height = 3'4"|weight = 42 lbs|hair = Seaweed Green|eyes = Ruby Red}}
=='''<font size="6">The Rock-Chomper Tribe</font>'''==
Established at the base of a great mountain, new tribe-members are generally made to chisel away at sturdy granite with shoddy pickaxes and shovels. To spend one's day breaking away the rocks under the blistering heat of the sun is a tradition, of sorts. Of course, this exercise serves a dual purpose; While the Goblins benefit somewhat from having a surplus of stone and ore, and the workers develop considerable strength from their time in the quarry, their primary reason for forcing their youthful kin to work in such poor conditions is weeding out the weak and disloyal. Those who collapse from exhaustion before the day's end, or those who are caught sneaking away from their duties, are almost always banished, exiled, or branded as an outsider.
Those Goblins who power through their early years eventually leave the mines and join other, more experienced kin and pick up a trade or job. Many of the strongest miners become battle-masters and barbaric raiders, while those of leaner build are often enlisted as spies and theives. Very rarely, a Goblin will emerge from the quarry and demonstrate above-average mental power, and are quickly left in the tutelage of the small cluster of booyahgs, alchemists, and mystics.
With ranks consisting exclusively of true Goblins, it's no wonder that the leaders of this tribe are also Goblins. Hobgoblins have yet to have tread upon the territory of the Roch-Chompers, so elder Goblins like Warchief Klurack, Xixnab the Sneaky, and Kiramksh Quartz-Jaw hold great sway over their younger clan members. Their numerous years and countless battles are recognized by all of their tribe. Their voices are among the few things that can silence a rowdy Goblin riot, a feat only matched by a dragon's roar... or the scent of a decent meal. Under the Elders' leadership, this tribe has felled many a great foe, and has plundered countless hoards of human treasure.
=='''<font size="6">Slushii's Backstory</font>'''==
Born in the same pit that most Goblins of his clan came from, the Goblin originally named 'Slushii' (Currently Embur) seemed to be a completely average, normal member of the Rock-Chomper tribe from the very start. Only a few years or so after his eyes first opened, he joined his siblings in the Glittering Quarry to mine for quartz, granite, and metal ores for the good of his kin. Of course, not everyone could be an examplar of natural strength, and Slushii found himself lagging behind many of his peers when it came to breaking stone. He was swifter and more perceptive than them, however, and often managed to spot otherwise unseen or unreachable valuables buried in the granite. Slushii most often managed to haul the shiniest, glitteriest ores and gems to his overseers, much to the chagrin of the other miners who brought up only simple stone.
Everything seemed to be going well for Slushii up unto his seventh year of life; He'd become popular with the Quarry's overseers for is many valuable contributions to the tribe's wealth, and for the past few months he'd become the tribes brightest new alchemist! He'd learned to craft bombs and simple potions, recreating effects normally only avilable to magically-gifted Goblins. However, Goblins tend to be... unlucky, at times, and the Rock-Chomper clan was no exception. Slushii didn't know exactly what happened on that fateful night, but the deep, rapid beating of the camp's warning drum was the first thing he noticed. Peeking out of his hut, he only saw the silhouette of some massive, towering creature. Running outside, the threat was obvious; A pair of ogres had wandered into their territory. Huts were being smashed, and a section of the once-strong barriers that guarded the camp's denizens had been torn asunder by the invaders' impossible might. In a split second, Slushii made what was probably his best choice and darted out of the camp through the demolished wall, sprinting away from the ogres and his kin. From there, he wandered into the forests that surrounded the great mountain's base, sleeping in trees whenever he had to stop searching for... well, anything, really.
Eventually, of course, he ''did'' end up finding something of significance. Amid the dense forest's countless trees, Slushii stumbled upon a dusty road, along with a strange sign that seemed to point him toward a human settlement of some sort. Using a simple, inexpensive potion, he disguised his true form with magic and infiltrated their community for the day. He acquired a free meal, discussed the locale with some other foreigners, and ended up boarding a ferry to a strange new place called 'Absalom.' All he could glean from other passengers was that the place was 'friendly-enough' to outsiders, and that it was generally a safe sort of place to be. Figuring he had little to lose, the little Goblin allowed himself to pass out on the ride to this mysterious city, only wondering what sorts of things he'd do once he got there...
=='''<font size="6">His Story So Far...</font>'''==
Only a few moments after departing from his voyage, Slushii met a friendly (and anatomically... ''different'') alchemist by the name of Lara Folis. They seemed to get along well, and Lara became the first non-Goblin that Slushii could mostly trust. She left him with a guide to the city, and they parted ways. Unfortunately, in a new environment and with little supervision, it took Slushii very, very little time to get into some sort of trouble; On his way through The Coins district, he seemed to misunderstand how buying things works and inadvertantly stole an apple. When confronted by guards, he panicked and ran only a short distance before being apprehended.
Ultimately, the alleged crime was rules as a sort of lesser misdemeanor. The guards would bring the 'thief' in and lock him up for the night and release him the next day, as they were fairly sure that Slushii probably meant no harm. Jailed and somewhat perturbed, he got to know a couple of other prisoners a bit better. Vaikono and Raven, who'd been imprisoned on some other business, lamented over their current surroundings for a bit before Vai and Slushii conversed about their career paths and singing abilities. After a short while, the Goblin fell asleep, snoozing soundly on the stony floor of his cell as he awaited his release the next day...
After his release, Slushii was quick to seek out the Solar Shields, looking to join their ranks. He was tasked with hunting and slaying an Ooze, who's component material would be used in some sort of recipe. The young Goblin agreed, and quickly ran into a merchant willing to aid him. However, due to a freak accident, the Ooze was released in the middle of a crowded street, forcing Slushii to engage in combat. A couple of bomb tosses later, and the alchemist had slain the wicked, gelatinous monster.
Bringing his trophy back to the Shields' lodge, Slushii earned his place amid the group and finally found himself a home within Absalom. After spending a few weeks in deep study, he wandered the Foreign Quarter and met up with another alchemist of some sort, as well as Lara.
(Ongoing, will continue once more stuff occurs)
=='''<font size="6">Appearance</font>'''==
As is the case with most Goblins, Embur Bitey-Bomb is... rather short. Standing at around the height of a Halfling, his diminutive stature leads certain people to underestimate his abilities. Unlike Goblins of other clans, however, Embur and his kin tend to be somewhat less ugly or malformed than one may expect (likely a result of a chance encounter between the Rock-Chompers and a group of strange Gnomish nomads several generations ago). However, with hair of a deep, dark, green hue and pale-lime skin, there's no chance that he'd be mistaken for anything other than a very lean, dexterous Goblin.
=='''<font size="6">Personality</font>'''==
If one were to ask a Goblin, one would be told that Shushii is a very relaxed, calm sort of person who lives life at a slower pace. Unfortunately, that's only because Goblins tend to live life at the maximum pace at any given moment, so any degree of slowness is considered deeply abnormal. Slushii can be a little impatient and irritating at times, but he rarely actually means to do harm or to annoy. He's inquisitive and curious, always learning something new about the world away from his clan.
In addition, this particular Goblin was gifted with a greater attention span than his kin, and prefers to plan things out as opposed to charging head on. He likes to think of himself as a sort of intellectual, and greatly craves new knowledge. He's most in his element when brewing potions and crafting explosives, and derives extreme pleasure from admiring his own well-crafted creations.
Even so, he shares a certain love of violent occasion with other Goblins; Slushii is smart enough to know that it's a bad idea to break other people's possessions or to assault someone, but given the opportunity to watch a street-fight or to violently stop a burglary, he likely would.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|Lara Folis
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
[[Category:Characters]]
[[Category:Player Characters]]
q68h1oepsdo2udlpun5gr9za3h9c1oi
345
343
2019-01-25T06:30:05Z
Hyper-HeartBeat
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345
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Embur Bitey-Bomb|image1 = Slushi Wiki Picci.png|row1 = "There's probably not a lot of things better than a bomb. I mean, bombs can break things, burn things, hurt things, kill things... and they make the BEST noises!"|gender = Male|race = Goblin|class = Alchemist|alignment = Chaotic Neutral|deity = N/A|age = 13|height = 3'4"|weight = 42 lbs|hair = Seaweed Green|eyes = Ruby Red}}
=='''<font size="6">The Rock-Chomper Tribe</font>'''==
Established at the base of a great mountain, new tribe-members are generally made to chisel away at sturdy granite with shoddy pickaxes and shovels. To spend one's day breaking away the rocks under the blistering heat of the sun is a tradition, of sorts. Of course, this exercise serves a dual purpose; While the Goblins benefit somewhat from having a surplus of stone and ore, and the workers develop considerable strength from their time in the quarry, their primary reason for forcing their youthful kin to work in such poor conditions is weeding out the weak and disloyal. Those who collapse from exhaustion before the day's end, or those who are caught sneaking away from their duties, are almost always banished, exiled, or branded as an outsider.
Those Goblins who power through their early years eventually leave the mines and join other, more experienced kin and pick up a trade or job. Many of the strongest miners become battle-masters and barbaric raiders, while those of leaner build are often enlisted as spies and theives. Very rarely, a Goblin will emerge from the quarry and demonstrate above-average mental power, and are quickly left in the tutelage of the small cluster of booyahgs, alchemists, and mystics.
With ranks consisting exclusively of true Goblins, it's no wonder that the leaders of this tribe are also Goblins. Hobgoblins have yet to have tread upon the territory of the Roch-Chompers, so elder Goblins like Warchief Klurack, Xixnab the Sneaky, and Kiramksh Quartz-Jaw hold great sway over their younger clan members. Their numerous years and countless battles are recognized by all of their tribe. Their voices are among the few things that can silence a rowdy Goblin riot, a feat only matched by a dragon's roar... or the scent of a decent meal. Under the Elders' leadership, this tribe has felled many a great foe, and has plundered countless hoards of human treasure.
=='''<font size="6">Embur's Backstory</font>'''==
Born in the same pit that most Goblins of his clan came from, the Goblin originally named 'Slushii' (Currently Embur) seemed to be a completely average, normal member of the Rock-Chomper tribe from the very start. Only a few years or so after his eyes first opened, he joined his siblings in the Glittering Quarry to mine for quartz, granite, and metal ores for the good of his kin. Of course, not everyone could be an examplar of natural strength, and Slushii found himself lagging behind many of his peers when it came to breaking stone. He was swifter and more perceptive than them, however, and often managed to spot otherwise unseen or unreachable valuables buried in the granite. Slushii most often managed to haul the shiniest, glitteriest ores and gems to his overseers, much to the chagrin of the other miners who brought up only simple stone.
Everything seemed to be going well for Slushii up unto his seventh year of life; He'd become popular with the Quarry's overseers for is many valuable contributions to the tribe's wealth, and for the past few months he'd become the tribes brightest new alchemist! He'd learned to craft bombs and simple potions, recreating effects normally only avilable to magically-gifted Goblins. However, Goblins tend to be... unlucky, at times, and the Rock-Chomper clan was no exception. Slushii didn't know exactly what happened on that fateful night, but the deep, rapid beating of the camp's warning drum was the first thing he noticed. Peeking out of his hut, he only saw the silhouette of some massive, towering creature. Running outside, the threat was obvious; A pair of ogres had wandered into their territory. Huts were being smashed, and a section of the once-strong barriers that guarded the camp's denizens had been torn asunder by the invaders' impossible might. In a split second, Slushii made what was probably his best choice and darted out of the camp through the demolished wall, sprinting away from the ogres and his kin. From there, he wandered into the forests that surrounded the great mountain's base, sleeping in trees whenever he had to stop searching for... well, anything, really.
Eventually, of course, he ''did'' end up finding something of significance. Amid the dense forest's countless trees, Slushii stumbled upon a dusty road, along with a strange sign that seemed to point him toward a human settlement of some sort. Using a simple, inexpensive potion, he disguised his true form with magic and infiltrated their community for the day. He acquired a free meal, discussed the locale with some other foreigners, and ended up boarding a ferry to a strange new place called 'Absalom.' All he could glean from other passengers was that the place was 'friendly-enough' to outsiders, and that it was generally a safe sort of place to be. Figuring he had little to lose, the little Goblin allowed himself to pass out on the ride to this mysterious city, only wondering what sorts of things he'd do once he got there...
=='''<font size="6">His Story So Far...</font>'''==
Only a few moments after departing from his voyage, Slushii met a friendly (and anatomically... ''different'') alchemist by the name of Lara Folis. They seemed to get along well, and Lara became the first non-Goblin that Slushii could mostly trust. She left him with a guide to the city, and they parted ways. Unfortunately, in a new environment and with little supervision, it took Slushii very, very little time to get into some sort of trouble; On his way through The Coins district, he seemed to misunderstand how buying things works and inadvertantly stole an apple. When confronted by guards, he panicked and ran only a short distance before being apprehended.
Ultimately, the alleged crime was rules as a sort of lesser misdemeanor. The guards would bring the 'thief' in and lock him up for the night and release him the next day, as they were fairly sure that Slushii probably meant no harm. Jailed and somewhat perturbed, he got to know a couple of other prisoners a bit better. Vaikono and Raven, who'd been imprisoned on some other business, lamented over their current surroundings for a bit before Vai and Slushii conversed about their career paths and singing abilities. After a short while, the Goblin fell asleep, snoozing soundly on the stony floor of his cell as he awaited his release the next day...
After his release, Slushii was quick to seek out the Solar Shields, looking to join their ranks. He was tasked with hunting and slaying an Ooze, who's component material would be used in some sort of recipe. The young Goblin agreed, and quickly ran into a merchant willing to aid him. However, due to a freak accident, the Ooze was released in the middle of a crowded street, forcing Slushii to engage in combat. A couple of bomb tosses later, and the alchemist had slain the wicked, gelatinous monster.
Bringing his trophy back to the Shields' lodge, Slushii earned his place amid the group and finally found himself a home within Absalom. After spending a few weeks in deep study, he wandered the Foreign Quarter and met up with another alchemist of some sort, as well as Lara.
(Ongoing, will continue once more stuff occurs)
=='''<font size="6">Appearance</font>'''==
As is the case with most Goblins, Embur Bitey-Bomb is... rather short. Standing at around the height of a Halfling, his diminutive stature leads certain people to underestimate his abilities. Unlike Goblins of other clans, however, Embur and his kin tend to be somewhat less ugly or malformed than one may expect (likely a result of a chance encounter between the Rock-Chompers and a group of strange Gnomish nomads several generations ago). However, with hair of a deep, dark, green hue and pale-lime skin, there's no chance that he'd be mistaken for anything other than a very lean, dexterous Goblin.
=='''<font size="6">Personality</font>'''==
If one were to ask a Goblin, one would be told that Embur is a very relaxed, calm sort of person who lives life at a slower pace. Unfortunately, that's only because Goblins tend to live life at the maximum pace at any given moment, so any degree of slowness is considered deeply abnormal. Embur can be a little impatient and irritating at times, but he rarely actually means to do harm or to annoy. He's inquisitive and curious, always learning something new about the world away from his clan.
In addition, this particular Goblin was gifted with a greater attention span than his kin, and prefers to plan things out as opposed to charging head on. He likes to think of himself as a sort of intellectual, and greatly craves new knowledge. He's most in his element when brewing potions and crafting explosives, and derives extreme pleasure from admiring his own well-crafted creations.
Even so, he shares a certain love of violent occasion with other Goblins; Embur is smart enough to know that it's a bad idea to break other people's possessions or to assault someone, but given the opportunity to watch a street-fight or to violently stop a burglary, he likely would.
=='''<font size="6">Friends and Enemies</font>'''==
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:750px;"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;" |Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;" |Lara Folis
|-
! scope="row" |Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;" |
|}
[[Category:Characters]]
[[Category:Player Characters]]
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Emi Kaneko
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2020-05-24T18:40:54Z
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Created page with "{{Infobox_character|name = Emi Kaneko}}"
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{{Infobox_character|name = Emi Kaneko}}
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = The Dawn Butterfly|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'9"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'8", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
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2020-05-25T14:37:53Z
EtherealVanity
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignments she completes it no matter how humiliating it may become.
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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2020-05-28T12:48:35Z
EtherealVanity
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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EtherealVanity
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
Seeing as Emi is far more adventurous than sensible, this isn't as easy as it may sound. Her more mischievous and slightly oblivious side drives her to try new things and meet new people, with her House servants often not too far behind and ready to drag her back into priority.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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2020-05-28T12:56:33Z
EtherealVanity
39247988
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{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
Seeing as Emi is far more adventurous than sensible, this isn't as easy as it may sound. Her more mischievous and slightly oblivious side drives her to try new things and meet new people, with her House servants often not too far behind and ready to drag her back into propriety.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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1248
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2020-05-28T14:36:34Z
EtherealVanity
39247988
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wikitext
text/x-wiki
{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a way. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline. A prehensile tail ending in a small spade juts from her lower back.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
Seeing as Emi is far more adventurous than sensible, this isn't as easy as it may sound. Her more mischievous and slightly oblivious side drives her to try new things and meet new people, with her House servants often not too far behind and ready to drag her back into propriety.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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1249
1248
2020-05-28T14:37:41Z
EtherealVanity
39247988
1249
wikitext
text/x-wiki
{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a war. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline. A prehensile tail ending in a small spade juts from her lower back.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
Seeing as Emi is far more adventurous than sensible, this isn't as easy as it may sound. Her more mischievous and slightly oblivious side drives her to try new things and meet new people, with her House servants often not too far behind and ready to drag her back into propriety.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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1253
1249
2020-05-29T16:18:09Z
EtherealVanity
39247988
1253
wikitext
text/x-wiki
{{Infobox_character|name = Emi Kaneko|image = Armorist 4.jpg|aliases = Dawn Butterly Eri|affiliation = Noble line of Kaneko|marital = Unknown|birthDate = Pharast 18th|birthPlace = Minkai|species = Outsider|gender = Female|height = 4'7"|weight = Rude.|eyes = Blue.}}
== History ==
A recent arrival to Absalom, her bloodline can be traced back to many famous noble samurai in Tian Xia, Minkai where the civil war still reigns. Perhaps that is part of the reason she chose to leave Minkai behind, at least for now.
Born with a silver spoon in her mouth, she has known comfort and good food her entire life. Which sparked an interest in the culinary arts which has since developed into a cooking profession she busies herself with mostly as a hobby.
But it is better to be a warrior in a kitchen, than a cook in a war. Or perhaps that wasn't quite the saying goes, but Emi seeks a more peaceful life protecting people against something other than her own kinsmen. It was that very disgust at having to hurt her own people that drove her from Minkai.
== Goals ==
* Become a master of the culinary arts.
* Perfect her ability to protect others.
* Find a bra that fits.
== Appearance ==
On the short side of 4'7", she has a voluptuousness figure that is more top-heavy than she would like - but that is what happens when food is delicious but training regimes remain tough. She is far more lithe than she is strong and with confidence worthy of her noble heritage.
Two horns flank her head which covered in long, pink hair that she puts much effort into managing. Blue eyes that glow faintly in the dark as they further betray her non-human bloodline. A prehensile tail ending in a small spade juts from her lower back.
She prefers clothes that do no hamper her movement, seeing as her own bosom does that enough on its own.
== Combat style ==
Emi focuses on protecting others, retaliating with her summoned fiery nodachi rather than striking first due to her Iaido training. Furthermore, she creates glowing pink butterflies that swarm around her and others for protection as they help deflect blows. Not to be underestimated, she moves rather quickly and strikes even more so despite her small stature and weight.
== The Noble line of Kaneko ==
[[File:Emi 9.png|left|thumb|316x316px|Emi in an outfit she would wear as a diplomat.]]
The Kaneko are known for their honor and fighting prowess as noble samurai back in Minkai. Having earned a wast amount of wealth due to both the civil war and from their famous training regimes. This has also helped them retain every bit of their lands that they use for cultivation and other resource locations like quarries and mines. Seeing as Absalom is a great place to trade, much of their produce has come through here which has allowed them to establish themselves as one of the noble families with their own mansion.
Emi now has to act as a diplomat on the behalf of her family while she pursues her own path in life with the blessing of her family - as long as she does not bring shame and dishonor upon them.
Seeing as Emi is far more adventurous than sensible, this isn't as easy as it may sound. Her more mischievous and slightly oblivious side drives her to try new things and meet new people, with her House servants often not too far behind and ready to drag her back into propriety.
Her mansion is in the illustrious Petal District.
== A branching path ==
{{Asteron's_Infobox|title1 = Dawn Butterfly Eri|image1 = Emi 8.png|caption1 = One of her outfits when she isn't doing things she wants associated with her noble house.}}As to not bring too much attention to her side-activities as a mercenary, cook and hired guard: she has taken up a slightly different moniker as Dawn Butterfly Eri. Usually dressing in clothes she normally wouldn't and sometimes wearing appropriate uniforms when hired on by organisations or those needing uniformity. While she still refuses to harm children or innocents, her honor in belonging to a family of noble samurai means that once she takes on an assignment she completes it no matter how humiliating it may become.
So far, she has been fortunate in not having to compromise herself in any way and only recently began accepting the contract work.
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Ephraim Windjack
0
490
978
2020-02-24T01:33:35Z
ExplodingLemon37
43641585
Page Creation!
978
wikitext
text/x-wiki
{{Infobox_character|name = Lord Ephraim Windjack|image = Scholar.jpg|affiliation = House Windjack (Golsifar, Taldor)|marital = Single|birthPlace = Alkenstar|species = Human|gender = Male|height = 6'4"|weight = 190 lbs|eyes = Green|imagecaption = "Progress compels us forwards, but laziness? Laziness is the true mother of invention."|relatives = Arthur Windjack (Father)
Samantha Windjack (Mother)
Jessica Windjack (Sister)
Ortellio Windjack (Brother)
Marise Windjack (Sister)|birthDate = 20th Arodus}}
== History ==
=== Stranger in a Foreign Land ===
Ephraim was born to Samantha and Jessica Windjack on the decks of a small ship sailing the Ustradi River just outside of Alkenstar. His father, Arthur Windjack, was a retired Taldan Naval Officer who had married into the Windjack family. The young couple had been traveling to negotiate an import agreement between Alkenstar and Taldor, when Samantha went into labor. Negotiations resulted in the family remaining in Alkenstar as a liason for an ongoing trade agreement--as expected, Alkenstar imposed strict limits on weapons exports, but consumer products could still fetch a pretty sum on the Taldan markets.
As the eldest son, Ephraim accompanied his father on business meetings from a young age. After all, he was expected to one day take over the family business, and he demonstrated quite an aptitude from an early age. After learning to read at the grand old age of three years old, Ephraim devoured anything he could get his hands on. One of the earliest finds had been a primer on the clockwork constructions used to power some constructs and timepieces popular in Alkenstar at the time, and it only took off from there.
As his small family slowly grew, Ephraim's interest in the technology and inventions took off. When his parents put him in a small private school, he regularly snuck out to try and get a peek at some new invention or machine. One day, after having dipped to try and sneak closer to one of the legendary factories, he ran into one of his classmates by complete happenstance. When it turned out that not only was she the daughter of one of the factory's operators, but also that she shared his interests in devices a new reign of terror began.
[[File:Hannah2.png|left|thumb|302x302px|Hannah Smoke, captured using a newfangled "painting machine"]]
The two children often excused themselves from classes, often using Hannah's connections to sneak amidst the laborers, watching the heavy machines at work. At other times, they painstakingly attempted to recreate some of the constructions they'd found using broken and cast-off parts. They even went so far as to build a small laboratory in an abandoned warehouse to experiment with all kinds of ridiculous ideas and parts. Childhood was kind to the both of them, and they managed to pass many years this way with relative glee. Somewhere in the back of their minds, they knew that he'd eventually have to return to Taldor, while she would likely end up working in one of the factories they both loved visiting.
=== End of the Era ===
Nothing good lasts forever, and for the two children this meant that eventually, someone noticed that they'd been skipping classes. One teacher told another, who told the headmaster, who sent a runner to tell the Windjacks that their son had been slacking. Worst of all, his parents found out that he'd been slacking in the presence of a common girl--not even low nobility! This unacceptable occurrence needed to be halted post-haste! They gave Ephraim little more than a few hour's notice that he'd be leaving on the next ship, sending the young boy scrambling--both to pack his things and write a farewell letter. He'd tossed the letter and a few coins at a child as he was ushered onto the ship, begging him to deliver it before it was too late. To this day, he's still not sure if Hannah ever received that letter.
From there, life was a mix of boarding schools and noble nuisances until he finished his education. He entertained himself by fiddling with clocks in his spare time, sometimes combining the timepieces with his alchemical studies to produce minor tricks and gadgets. By the time he was ready to set out on his own, he wanted nothing more than to continue the same way he started--building cool new things, or at the very least, figuring out how all of the cool things worked.
=== Adventuring Career ===
Just Beginning.
== House Windjack ==
The Windjacks are a minor noble family based in Golsifar, Taldor. Composed primarily of Taldan Naval Officers and Merchants, they focus primarily on international trade while providing mild support to the Taldan Navy at the same time. Not a particularly important noble house by any means, the Windjack's main specialty comes in knowing what to buy and sell, and nearly all of their members have a savvy head for business. Their House Motto is ''Destitutus ventis, remos adhibere (When the winds fail you, use the oars)'', and they pride themselves on their ability to navigate the winds and seas of Golarion in search of the latest bargain.
== Personality ==
A remarkably brilliant young man, Ephraim is also one of the laziest individuals you will ever meet until something peaks his interest. When he sets his mind to something, he can progress in leaps and bounds until reaching an entirely new conclusion, however he is usually content to waste his efforts doing things of little consequence. He gets easily annoyed when others can't keep up with him, but genuinely tries to care about people.
== Friends/Allies ==
-None as of yet
== Enemies ==
-None as of yet
== Aspirations ==
Ephraim wishes to design the latest and greatest in a wave of multi-purpose constructs and machines.
m4xj7b0g4nqbpu91dwikm4op4b2tou7
Eric Mcfoil
0
249
476
2019-05-30T21:06:07Z
Writer out of a box
39632547
Created page with "Eric Mcfoil is a beginner level inqusitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or atleast that's wha..."
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Eric Mcfoil is a beginner level inqusitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or atleast that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the dretches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others. None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
==Appearence==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachble stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His leather armor is dark brown coloured and his armored coat is roughly crafted with the armor scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the crafter of the coat to make it puprosefully clunkily made, giving him a more rough and intimidating look without going too far. His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
==Personality==
kh725ss2qa62kih2sxjrhvr15tqf6cg
481
476
2019-05-30T21:09:39Z
Writer out of a box
39632547
Grammar fixes
481
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
==Personality==
1qjydjf7762dqcwqymvxl1u7aqjxg5m
482
481
2019-05-31T15:45:10Z
Writer out of a box
39632547
Added the Personality section of the text.
482
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text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
==Personality==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. He is far fiercer and more righteous in combat going to great lengths to preserve the law of the place he is in, something that has caused him to do several things that other's would find atrocious even if they shared his religion. He is fine with that considering the fact he is an Inquisitor and not a cleric, he handles the dirty work while the cleric handles the rest of it and he is completely fine with that position.
pud3oek37sqcmn6079dpjq5w0tn9t3x
483
482
2019-05-31T15:49:49Z
Writer out of a box
39632547
Adding categories
483
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
==Personality==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. He is far fiercer and more righteous in combat going to great lengths to preserve the law of the place he is in, something that has caused him to do several things that other's would find atrocious even if they shared his religion. He is fine with that considering the fact he is an Inquisitor and not a cleric, he handles the dirty work while the cleric handles the rest of it and he is completely fine with that position.
[[Category:Player Characters]]
5glv58hoheqslbb8tn3348hciud6ek0
484
483
2019-05-31T16:19:57Z
Writer out of a box
39632547
Added picture and infobox.
484
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu Love Potion Number 9
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
==Personality==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. He is far fiercer and more righteous in combat going to great lengths to preserve the law of the place he is in, something that has caused him to do several things that other's would find atrocious even if they shared his religion. He is fine with that considering the fact he is an Inquisitor and not a cleric, he handles the dirty work while the cleric handles the rest of it and he is completely fine with that position.
==Backstory==
[[Category:Player Characters]]
2wi8bha7bybm5puey9007gieqvm0xue
485
484
2019-05-31T16:22:36Z
Writer out of a box
39632547
Added some Paragraph Breaks
485
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu Love Potion Number 9
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
== <br>
Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him.
He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly.
He is far fiercer and more righteous in combat going to great lengths to preserve the law of the place he is in, something that has caused him to do several things that other's would find atrocious even if they shared his religion. He is fine with that considering the fact he is an Inquisitor and not a cleric, he handles the dirty work while the cleric handles the rest of it and he is completely fine with that position.
==Backstory==
[[Category:Player Characters]]
jthatybptozh2v92u0rd1lg43js5s8k
486
485
2019-05-31T16:23:23Z
Writer out of a box
39632547
Fixed a bug
486
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu Love Potion Number 9
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.
== Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him.
He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly.
He is far fiercer and more righteous in combat going to great lengths to preserve the law of the place he is in, something that has caused him to do several things that other's would find atrocious even if they shared his religion. He is fine with that considering the fact he is an Inquisitor and not a cleric, he handles the dirty work while the cleric handles the rest of it and he is completely fine with that position.
==Backstory==
[[Category:Player Characters]]
ft6czd5ltdaklf4wc6gwciiqvfbmyip
487
486
2019-05-31T16:43:58Z
Writer out of a box
39632547
Added some more descriptions
487
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu Love Potion Number 9
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His sight seems to be in a constant state of relaxation but when he is angry or things escalate to combat his eyes quickly grow heavy with more steel and grit into them then any black powder shell he could put into his pistol. That isn't to say that his gaze doesn't quickly grow heavy when needed, oh no, while he lacks the proper training that most of his other associates get when it comes to intimidating people he has trained hard to make up for it.
And while he can't intimidate somebody twice his size or read people like a book his sight can still exceed most daggers in sharpness especially when it isn't just for intimidating but also to express his true rage or sorrow, there aren't a lot of things scarier then when an Inquisitor needs somebody to speak. Especially an Inquisitor who is ready to truly do anything but the most atrocious crimes to get the information he needs.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. That or the blacksmith that made it was going for the aesthetic for a dragon, it certainly wouldn't be a surprise considering who the blacksmith was working for. The coat is truly a unique piece of armour if not in quality then in it's craftsmanship certainly, and the way he uses it makes sure that he looks even larger then he is, he makes sure to walk in a way that has the coat clink as little as possible yet also make it cling to his shoulder blades so tightly that you could almost confuse his figure for that of a serpent folk at night. A helpful thing in a world filled with giant races and huge monsters, size is something that helps when you need to get somebody to speak.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.Both of the weapons are branded with the sign of Apsu and he makes sure to clean and maintain them appropriately, particularly expensive oils had been used for his blade and his gun while having seen better days still serves him loyally to this day. He wouldn't be surprised if the gun exploded soon, it looked so sooty and primitive in comparison to the newest fire arms available, the fact that it had helped him for so long was either a sign of genius craftsmanship or divine providence. He is inclined to believe that both were responsible.
== Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. Torment for torment's sake is of course not something that he enjoys feeling of course and he strives to make sure that he doesn't one day go too far but even with all of that in mind there is more then just a tinge of a sadistic smile when he breaks the spirit of a cultist or makes a murderer answer for their crimes.
Both of those seem to get his blood pumping almost as much as fighting Apsu himself, and even with his attempts to quell these sensations he is still probably one of the most sadistic Inquisitors in the entire church when it comes to cultists and criminals. This has lead him to strive and be as responsible and open to new things while not working, trying his best to make up for his sadism and torture by helping the innocent and guiding the weak. What lead his god to guide him into becoming an Infiltrator, somebody most likely to torture and gather information among wrong doers he cannot grasp, and while he is unsatisfied with the plan that his god laid down in that remark the lessons given to him by his Inquisition still serve him well and he knows that if he sticks to those lessons no temptation could defeat him . His goal is to one day master these urges and serve his god without the filthy feelings of blood lust and torment love he has, that day seems ever so close yet also so far, but his will has hold up for so long it could last a few more years couldn't it?
==Backstory==
[[Category:Player Characters]]
irz0j8u6a1v4jt00m2ghtmta7skq0sf
488
487
2019-05-31T17:17:19Z
Writer out of a box
39632547
Added his birthplace and some info in personality
488
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu Love Potion Number 9
| birthPlace = Lastwall, Vellumis
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His sight seems to be in a constant state of relaxation but when he is angry or things escalate to combat his eyes quickly grow heavy with more steel and grit into them then any black powder shell he could put into his pistol. That isn't to say that his gaze doesn't quickly grow heavy when needed, oh no, while he lacks the proper training that most of his other associates get when it comes to intimidating people he has trained hard to make up for it.
And while he can't intimidate somebody twice his size or read people like a book his sight can still exceed most daggers in sharpness especially when it isn't just for intimidating but also to express his true rage or sorrow, there aren't a lot of things scarier then when an Inquisitor needs somebody to speak. Especially an Inquisitor who is ready to truly do anything but the most atrocious crimes to get the information he needs.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. That or the blacksmith that made it was going for the aesthetic for a dragon, it certainly wouldn't be a surprise considering who the blacksmith was working for. The coat is truly a unique piece of armour if not in quality then in it's craftsmanship certainly, and the way he uses it makes sure that he looks even larger then he is, he makes sure to walk in a way that has the coat clink as little as possible yet also make it cling to his shoulder blades so tightly that you could almost confuse his figure for that of a serpent folk at night. A helpful thing in a world filled with giant races and huge monsters, size is something that helps when you need to get somebody to speak.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.Both of the weapons are branded with the sign of Apsu and he makes sure to clean and maintain them appropriately, particularly expensive oils had been used for his blade and his gun while having seen better days still serves him loyally to this day. He wouldn't be surprised if the gun exploded soon, it looked so sooty and primitive in comparison to the newest fire arms available, the fact that it had helped him for so long was either a sign of genius craftsmanship or divine providence. He is inclined to believe that both were responsible.
== Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. Torment for torment's sake is of course not something that he enjoys feeling of course and he strives to make sure that he doesn't one day go too far but even with all of that in mind there is more then just a tinge of a sadistic smile when he breaks the spirit of a cultist or makes a murderer answer for their crimes.
Both of those seem to get his blood pumping almost as much as fighting Apsu himself, and even with his attempts to quell these sensations he is still probably one of the most sadistic Inquisitors in the entire church when it comes to cultists and criminals. This has lead him to strive and be as responsible and open to new things while not working, trying his best to make up for his sadism and torture by helping the innocent and guiding the weak. What lead his god to guide him into becoming an Infiltrator, somebody most likely to torture and gather information among wrong doers he cannot grasp, and while he is unsatisfied with the plan that his god laid down in that remark the lessons given to him by his Inquisition still serve him well and he knows that if he sticks to those lessons no temptation could defeat him . His goal is to one day master these urges and serve his god without the filthy feelings of blood lust and torment love he has, that day seems ever so close yet also so far, but his will has hold up for so long it could last a few more years couldn't it? He shares a small hatred of both orcs and undead although because he lived in Vellumis not to the extent other citizens of Lastwall do.
==Backstory==
[[Category:Player Characters]]
juewt9h0mgr68110gaqqjvzhu30cre8
489
488
2019-06-01T08:52:57Z
Writer out of a box
39632547
Added an Early Life section
489
wikitext
text/x-wiki
Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu(Inquisitor), Love Potion Number 9 (Bodyguard)
| birthPlace = Lastwall, Vellumis
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His sight seems to be in a constant state of relaxation but when he is angry or things escalate to combat his eyes quickly grow heavy with more steel and grit into them then any black powder shell he could put into his pistol. That isn't to say that his gaze doesn't quickly grow heavy when needed, oh no, while he lacks the proper training that most of his other associates get when it comes to intimidating people he has trained hard to make up for it.
And while he can't intimidate somebody twice his size or read people like a book his sight can still exceed most daggers in sharpness especially when it isn't just for intimidating but also to express his true rage or sorrow, there aren't a lot of things scarier then when an Inquisitor needs somebody to speak. Especially an Inquisitor who is ready to truly do anything but the most atrocious crimes to get the information he needs.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. That or the blacksmith that made it was going for the aesthetic for a dragon, it certainly wouldn't be a surprise considering who the blacksmith was working for. The coat is truly a unique piece of armour if not in quality then in it's craftsmanship certainly, and the way he uses it makes sure that he looks even larger then he is, he makes sure to walk in a way that has the coat clink as little as possible yet also make it cling to his shoulder blades so tightly that you could almost confuse his figure for that of a serpent folk at night. A helpful thing in a world filled with giant races and huge monsters, size is something that helps when you need to get somebody to speak.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.Both of the weapons are branded with the sign of Apsu and he makes sure to clean and maintain them appropriately, particularly expensive oils had been used for his blade and his gun while having seen better days still serves him loyally to this day. He wouldn't be surprised if the gun exploded soon, it looked so sooty and primitive in comparison to the newest fire arms available, the fact that it had helped him for so long was either a sign of genius craftsmanship or divine providence. He is inclined to believe that both were responsible.
== Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. Torment for torment's sake is of course not something that he enjoys feeling of course and he strives to make sure that he doesn't one day go too far but even with all of that in mind there is more then just a tinge of a sadistic smile when he breaks the spirit of a cultist or makes a murderer answer for their crimes.
Both of those seem to get his blood pumping almost as much as fighting Apsu himself, and even with his attempts to quell these sensations he is still probably one of the most sadistic Inquisitors in the entire church when it comes to cultists and criminals. This has lead him to strive and be as responsible and open to new things while not working, trying his best to make up for his sadism and torture by helping the innocent and guiding the weak. What lead his god to guide him into becoming an Infiltrator, somebody most likely to torture and gather information among wrong doers he cannot grasp, and while he is unsatisfied with the plan that his god laid down in that remark the lessons given to him by his Inquisition still serve him well and he knows that if he sticks to those lessons no temptation could defeat him . His goal is to one day master these urges and serve his god without the filthy feelings of blood lust and torment love he has, that day seems ever so close yet also so far, but his will has hold up for so long it could last a few more years couldn't it? He shares a small hatred of both orcs and undead although because he lived in Vellumis not to the extent other citizens of Lastwall do.
==Early Life==
Eric was born in the city of Vellumis to a father that worked as a language teacher and a mother that worked as a tailore. Both of those jobs paid well for the family and he found himself with a lot more things then the other kids around him, after fooling around and buying expensive toys that he would usually discard after playing with them for only a moment his father decided to get his son actual combat training. Not only to get him more intrested and build a proper work ethic but also to ensure that he knew how to handle himself if Vellumis ever fell to an orc raid or an undead attack. Attacks that were quite frequent but usually repelled by the city guard were common and his son didn't seem like the type to wield a heavy weapon so he was given a firearm, an inexpensive and fairly primitive one because even with how relatively rich his family was the more advanced firearms were simply too expensive and he didn't want to bleed their coffers dry for a self-defense weapon for his son.
His son quickly took to learning the firearm, fascinated by the weapon while his father drilled into him that it wasn't a toy to be used lightly. Something that he couldn't quite grasp, none the less he was a very good shot with the pistol and could fire very well for a beginner. He had a certain knack for it and he quickly mastered the basics, only taking him a year before he could reliably reload and fire the weapon. Wiith such high talent and willingness to train with his firearm his parents gently begin to guide him away from it, worried that he may get the idea of joining the army as a dedicated gunslinger. Yet their guidance did nothing as he continued to grow more and more fond of the weapon eventually taking to carrying it around wherever he want, although he made sure to respect his father's wishes and not use his gun as a toy. He did however, constantly use it as bragging rights against the other kids. His father eventually decided to just support his kid's talents and pray to any god that was listening that he didn't get any idea in his head about getting into the military. He even brought the boy to a chapel of Iomedae, to have the preacher tell the boy about how battle wasn't all it was made up to be. Considering Iomedae's portfolios it probably wasn't his smartest move but atleast the boy didn't seem to get encouraged by the priest's attempts at raising him into battle. From that day onward he swore to never bring the boy in a chapel of a battle god again, his heart simply couldn't take it.
His prayers payed off as the boy didn't seem to take intrest in the military, prefering to use train his gun instead. Something that both relieved the two parents but also made them anxious. While he was learning how to fire a gun he wasn't learning any useful utility sikll and his dedication to working a gun wasn't mirrored in any other subject. Both parents had tried to imprint their proffessions onto the boy and both parents found limited success in their attempts, while the boy was wise not particularly smart he was very self-aware about his surroundings and quickly grasped any attempt they made to subtly suggest that he tried some proffession. Even when he did the results weren't good, he had the skill to do most of the work of course but he lacked passion resulting in him slacking off at his work, something that was just unacceptable. Desprate to get their son into some kind of talent that would earn him money they asked friends and payed for tutours to try and teach him a valuable crafting skill. He did temporarely take an intrest in blacksmithing but that quickly fell through when it turned out that while he was wise beyond his years he certainly wasn't smart beyond his years and couldn't fully grasp the techniques needed for blacksmithing.
Still this sparked an intrest in blacksmithing in the boy, an intrest that lead him to ask his father if there was any other way he could learn artificing. This suprised the man and he thought for a moment about how to help him before asking his wife about it, being a tailor she knew more about crafting then he did after all and she explained to him patiently about how they could use this opportunity. If he thought that he could learn artificing from worshipping one of the many artificing gods he could perhaps not only get a respectable job as a priest but also be away from any great danger that was becoming more and more common with the old blood of Lastwall slowly withering away leaving the cities less defended. The protection of a god would certainly help in these trying times, with that in mind he told his son about the possibility of learning artificing from worshipping a god and told him about several gods that he could pray and worship for the ability of artifcing. Thus he sent his son off around the city to try and find his own god while he and his wife spent that time together.
And Eric well he certainly found several temples of Artificing gods but none of them really drew him in, either focusing more on the craft then the weapons or simply following a philosophy that he couldn't uphold. Then it happaned, he saw the temple of Apsu and immediatly felt a pull towards it. The temple was small, very small and old with the usual shining marble architecture of the city seemingly covered by lack of repair, none the less the priest inside of it was kind and very accepting of the Inquisitor to be's ecccentric energy. He told him that while Apsu was indeed a god of artifice using artifice counted among his domain almost as much as crafting artifice, with that information Eric decided to join the Priest as a cleric boy until he could decide whether or not he truly wanted to join. Needing help around the temple the priest agreed and allowed him inside as a worker, cleaning and scribing holy texts while also making sure that he learned things such as how to scribe scrolls, how to clean and how to properly wield a gun a skill the boy was suprised the priest had. After that he went back to his family and told them all about it, suprised yet happy at their son's triumph they allowed him to stay there as long as he wanted.
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490
489
2019-06-01T18:36:24Z
Writer out of a box
39632547
Grammar mistakes fixed
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Eric Mcfoil is a beginner level inquisitor that has come to Absalom for great justice with a gun at his hip and a holy text to spread the word about Apsu. Or at least that's what he tells others he has come to the city for. In truth, he has come to look out for cults of certain evil deities as well as keep the city from straying too far into chaos, a mission given to him by his god Apsu. While he pretends to be there to beat on criminals and take out problematic agents the truth is that his mission lays more in discovering and breaking the evil cults that form around the retches of Absalom, murder is a problem yes but the evil worshippers are far bigger of a problem and one usually overshadows the others.
None the less he continues to prowl the streets and let out a friendly exterior as he gets more familiar with the people around him and gets deeper connections within the city itself content with solving minor crimes until a truly big problem rears it's head.
{{infobox character
| name = Eric Mcfoil
| image = Eric%20Mcfoil.jpeg
| imagecaption = A drawing of Eric when he first joined the Inquisition of Apsu
| affiliation = The Church Of Apsu(Inquisitor), Love Potion Number 9 (Bodyguard)
| birthPlace = Lastwall, Vellumis
| age = 35
| species = Human
| gender = Male
| height = 6'4
| weight = 60kg
| eyes = Grey
}}
==Appearance==
He has long wavy ash coloured hair with grey eyes and a long but thin body. He stands at about 6'4 feet and carries himself with a cautious but very approachable stance, his iron dragon holy icon shines from the necklace it is has been hanged on and his rapier and gun are attached to his waist. His sight seems to be in a constant state of relaxation but when he is angry or things escalate to combat his eyes quickly grow heavy with more steel and grit into them then any black powder shell he could put into his pistol. That isn't to say that his gaze doesn't quickly grow heavy when needed, oh no, while he lacks the proper training that most of his other associates get when it comes to intimidating people he has trained hard to make up for it.
And while he can't intimidate somebody twice his size or read people like a book his sight can still exceed most daggers in sharpness especially when it isn't just for intimidating but also to express his true rage or sorrow, there aren't a lot of things scarier then when an Inquisitor needs somebody to speak. Especially an Inquisitor who is ready to truly do anything but the most atrocious crimes to get the information he needs.
His leather armour is dark brown coloured and his armoured coat is roughly crafted with the armour scaling off of it as if it was a reptile's hide, none the less the dark iron used for it is able to deflect incoming attacks just as well as normal and in-fact you could almost see him telling the tailor/blacksmith of the coat to make it purposefully clunky made, giving him a more rough and intimidating look without going too far. That or the blacksmith that made it was going for the aesthetic for a dragon, it certainly wouldn't be a surprise considering who the blacksmith was working for. The coat is truly a unique piece of armour if not in quality then in it's craftsmanship certainly, and the way he uses it makes sure that he looks even larger then he is, he makes sure to walk in a way that has the coat clink as little as possible yet also make it cling to his shoulder blades so tightly that you could almost confuse his figure for that of a serpent folk at night. A helpful thing in a world filled with giant races and huge monsters, size is something that helps when you need to get somebody to speak.
His rapier and gun are both hidden behind his coat while he's wearing it but he can easily withdraw the curtains of the coat and show anybody his gun and rapier, making it great for not only hiding his weapons but also allowing him to startle his enemies before he quickly cuts their throat or fills their body with lead.Both of the weapons are branded with the sign of Apsu and he makes sure to clean and maintain them appropriately, particularly expensive oils had been used for his blade and his gun while having seen better days still serves him loyally to this day. He wouldn't be surprised if the gun exploded soon, it looked so sooty and primitive in comparison to the newest fire arms available, the fact that it had helped him for so long was either a sign of genius craftsmanship or divine providence. He is inclined to believe that both were responsible.
== Personality ==
Eric likes to give little pieces of his mind to anybody that is willing to listen. From broken homeless people to the towns guard he tries his best to advise people on what to do as his vow of being a conversion Inquisitor holds him to do so. That isn't to say that he doesn't enjoy giving people advice or telling them the information he has, he certainly does and indeed the fact that it fulfills his vow is just a bonus for him. He enjoys looking around at new locations and learning more about foreign religions whether they be evil or not, if they are particularly corrupted he usually enjoys sitting next to a fire made up of that religions holy texts and while he doesn't enjoy killing people because of his oath, cultists and ritualistic sacrifices are an exception that he enjoys in indulging greatly. Torment for torment's sake is of course not something that he enjoys feeling of course and he strives to make sure that he doesn't one day go too far but even with all of that in mind there is more then just a tinge of a sadistic smile when he breaks the spirit of a cultist or makes a murderer answer for their crimes.
Both of those seem to get his blood pumping almost as much as fighting Apsu himself, and even with his attempts to quell these sensations he is still probably one of the most sadistic Inquisitors in the entire church when it comes to cultists and criminals. This has lead him to strive and be as responsible and open to new things while not working, trying his best to make up for his sadism and torture by helping the innocent and guiding the weak. What lead his god to guide him into becoming an Infiltrator, somebody most likely to torture and gather information among wrong doers he cannot grasp, and while he is unsatisfied with the plan that his god laid down in that remark the lessons given to him by his Inquisition still serve him well and he knows that if he sticks to those lessons no temptation could defeat him . His goal is to one day master these urges and serve his god without the filthy feelings of blood lust and torment love he has, that day seems ever so close yet also so far, but his will has hold up for so long it could last a few more years couldn't it? He shares a small hatred of both orcs and undead although because he lived in Vellumis not to the extent other citizens of Lastwall do.
==Early Life==
Eric was born in the city of Vellumis to a father that worked as a language teacher and a mother that worked as a tailor. Both of those jobs paid well for the family and he found himself with a lot more things then the other kids around him, after fooling around and buying expensive toys that he would usually discard after playing with them for only a moment his father decided to get his son actual combat training. Not only to get him more interested and build a proper work ethic but also to ensure that he knew how to handle himself if Vellumis ever fell to an orc raid or an undead attack. Attacks that were quite frequent but usually repelled by the city guard were common and his son didn't seem like the type to wield a heavy weapon so he was given a firearm, an inexpensive and fairly primitive one because even with how relatively rich his family was the more advanced firearms were simply too expensive and he didn't want to bleed their coffers dry for a self-defence weapon for his son.
His son quickly took to learning the firearm, fascinated by the weapon while his father drilled into him that it wasn't a toy to be used lightly. Something that he couldn't quite grasp, none the less he was a very good shot with the pistol and could fire very well for a beginner. He had a certain knack for it and he quickly mastered the basics, only taking him a year before he could reliably reload and fire the weapon. Wiith such high talent and willingness to train with his firearm his parents gently begin to guide him away from it, worried that he may get the idea of joining the army as a dedicated gunslinger. Yet their guidance did nothing as he continued to grow more and more fond of the weapon eventually taking to carrying it around wherever he want, although he made sure to respect his father's wishes and not use his gun as a toy. He did however, constantly use it as bragging rights against the other kids. His father eventually decided to just support his kid's talents and pray to any god that was listening that he didn't get any idea in his head about getting into the military. He even brought the boy to a chapel of Iomedae, to have the preacher tell the boy about how battle wasn't all it was made up to be. Considering Iomedae's portfolios it probably wasn't his smartest move but at least the boy didn't seem to get encouraged by the priest's attempts at raising him into battle. From that day onward he swore to never bring the boy in a chapel of a battle god again, his heart simply couldn't take it.
His prayers payed off as the boy didn't seem to take interest in the military, preferring to use train his gun instead. Something that both relieved the two parents but also made them anxious. While he was learning how to fire a gun he wasn't learning any useful utility skill and his dedication to working a gun wasn't mirrored in any other subject. Both parents had tried to imprint their professions onto the boy and both parents found limited success in their attempts, while the boy was wise not particularly smart he was very self-aware about his surroundings and quickly grasped any attempt they made to subtly suggest that he tried some profession. Even when he did the results weren't good, he had the skill to do most of the work of course but he lacked passion resulting in him slacking off at his work, something that was just unacceptable. Desperate to get their son into some kind of talent that would earn him money they asked friends and payed for tutors to try and teach him a valuable crafting skill. He did temporarily take an interest in blacksmithing but that quickly fell through when it turned out that while he was wise beyond his years he certainly wasn't smart beyond his years and couldn't fully grasp the techniques needed for blacksmithing.
Still this sparked an interest in blacksmithing in the boy, an interest that lead him to ask his father if there was any other way he could learn artificing. This surprised the man and he thought for a moment about how to help him before asking his wife about it, being a tailor she knew more about crafting then he did after all and she explained to him patiently about how they could use this opportunity. If he thought that he could learn artificing from worshipping one of the many artificing gods he could perhaps not only get a respectable job as a priest but also be away from any great danger that was becoming more and more common with the old blood of Lastwall slowly withering away leaving the cities less defended. The protection of a god would certainly help in these trying times, with that in mind he told his son about the possibility of learning artificing from worshipping a god and told him about several gods that he could pray and worship for the ability of artifcing. Thus he sent his son off around the city to try and find his own god while he and his wife spent that time together.
And Eric well he certainly found several temples of Artificial gods but none of them really drew him in, either focusing more on the craft then the weapons or simply following a philosophy that he couldn't uphold. Then it happened, he saw the temple of Apsu and immediately felt a pull towards it. The temple was small, very small and old with the usual shining marble architecture of the city seemingly covered by lack of repair, none the less the priest inside of it was kind and very accepting of the Inquisitor to be's eccentric energy. He told him that while Apsu was indeed a god of artifice using artifice counted among his domain almost as much as crafting artifice, with that information Eric decided to join the Priest as a cleric boy until he could decide whether or not he truly wanted to join. Needing help around the temple the priest agreed and allowed him inside as a worker, cleaning and inscribing holy texts while also making sure that he learned things such as how to scribe scrolls, how to clean and how to properly wield a gun a skill the boy was surprised the priest had. After that he went back to his family and told them all about it, surprised yet happy at their son's triumph they allowed him to stay there as long as he wanted.
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Fiend's Reach and "The fucking furry", what really happened?
0
603
1232
2020-05-28T11:36:33Z
Jake Command Wolf
285399
Created page with "Hello everyone. You may know me, you probably don't, at least not under this handle, on Discord I am better known as Lestia Urufuhando, aka Lessy, aka "The fucking furry". Th..."
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Hello everyone.
You may know me, you probably don't, at least not under this handle, on Discord I am better known as Lestia Urufuhando, aka Lessy, aka "The fucking furry". There's a bit of rumor going around on your server that I tried a hostile takeover on Fiend's Reach a year or so back, at least that's the way Seina and Nyroka spin it.
So quick rundown; Nyroka was the "head admin" and host of Fiend's Reach, but in reality he rolled over to whatever Seina said or wanted so was little more then an apologizing figure head. Rylee was there too, but she was just a glorified parrot who white knighted and repeated every thing Seina said, so is not important, even less so to this story.
I was and still am an outspoken advocate that living world GMs and other staff are held accountable for their actions, and when things start going down hill, and fast as was the case for Fiend's Reach, I don't hesitate to try and pull things back together, to get cooler heads to prevail and maybe just maybe save the community I've spent weeks if not months with from falling apart.
As many of you may, or may not know, Living Worlds, at least those hosted on Roll20 tend to be fairly... volatile, as few people who take up the reigns of Admin really understand what they are getting themselves into, and it has a nasty tendency of bringing out the worst in people, as power often does.
This was true for Fiends Reach, even worse is that was born as "Blackjack & Hookers" Living World, one made of a break off of a large number of dissatisfied players from another one who made there world in the image of the one they left, doing exactly nothing to try and fix the flaws that made them leave in the first place, tweaking a few things, a fresh coat of paint to cover up all the old problems and viola! New living world doomed to the same fate as the one it sprung off of.
I started as a player in Fiend's Reach and got enough into the community I became a game master and part of the staff, but... I was really never "part" of it. I was always treated like an outsider, never part of the "clique" and it was clear as day that Seina didn't like me or anything I did and looked for every instance she could punish me, because I (politely) called her out on her bullshit, something Nyroka and the other GMs never did, at least not unless all of them agreed and ganged up on her when she pulled some of her more egregious shenanigans.
More then once after a session I was targeted for "reprimands" for things I did, like calling for Knowledge (Nature) instead of Knowledge (Dungeoneering) when trying to identify a fay creature, and being talked down to like I went out of my way to kill a player or something of that degree. Didn't help she had a little birdy who'd nark to her on every little thing I did, I don't recall her name, but she was in every game I got yelled at for, curious that.
She treated her little stool pidgeon much like a pet, and she and her boyfriend both became lore writers (GMs who make lore but don't run sessions) on Fiend's Reach with the normal voting system more or less hand waved as she claimed "It was gonna be yes anyway" before most of us in the team even voted, aka she played favorite and like to keep people close and well taken for that jumped when she said jump.
This all came to a head with one problematic player who wasn't the little bird, he simply wasn't fun to have in a game for constantly asking things like "is this a surprise round?", when the '''''party''''' were the ones surprised, spamming a list of a half dozen spells he was casting before combat started, despite being told multiple times he couldn't, transmitting everything I mentioned about a monster he knowledge checked by saying; "I tell them all this", despite being told multiple times he had 6 seconds in his turn to speak and to choose what he said wisely.
Needless to say along with all the other baggage I was dealing with at that time in Living World, I wasn't keen to have him join my encounters so asked him not to play in them anymore (again, polietly). This was a right, stated in text on the discord's rules channel that all GMs had and could invoke at any time. Despite this Seina, Pidgeon and Pidgeon's boyfriend saw this as me bullying them, and I not only pointed to the rule but chose to hold my ground in a debate they didn't like.
I was kicked out of the staff the very next day, with majority sucking up to Seina there was no discussion about this, Seina was pissy, most of her gaggle folded to her demands to appease her and I was out. Still I did stay on as a player for a month or so, despite my better judgement as I was still attached to many of the people in Fiend's Reach and wanted to keep RPing with them.
One such person was Wabba, whom one his character and my own most played character spent lots of time RPing, and someone I confided in as a friend. One such thing I laid bare was my feeling Fiend's Reach wasn't gonna last long the way it was being run, and with so many of us putting so much time into it I didn't wanna see it go up in flames like 90% of living worlds did. So I mentioned wanting to call a pow wow and sit down and talk with everyone on the server, player, GMs and Admins all having an equal fair say about the current state of things and how to be make things better.
My exact words were; "Thinking of getting a bunch of peeps together and giving Nyroka and friends an ultimatum of either step down from GM status (but not lore mastering) or a bunch of us flat out leave". Not the best choice in words by myself, I was very angry with how far things had gone down hill at this point and wanted to stem the tide of blood even if brash cauterization was the only way.
This ended up being both a betrayal and a mistake;
The person I thought was my friend and that I could trust promptly ratted me out to Seina, who banned me from the Discord, Roll20 and Enjin forums on the spot. According to some friends I stayed in touch with this was because of "trying to incite a coup", despite the fact I never mentioning to Wabba wanting to take the reigns myself, power mad and bending over backwards for Seina like they where I just wanted to keep Fiend's Reach from tearing itself apart and everyone drifting off to new places.
I failed at this, obviously, as not only did another living world I joined call Nibiru split off from Fiend's Reach "blackjack & hookers" style but less than a year into it's life it to split again the same way. Seina doesn't handle power well, it utterly brings out the worst in her, and if I can be frank makes her a nasty spiteful person, which I know she isn't inside.
So that's the truth of it, what really happened in Fiend's Reach. You don't have to take my word for it if you want, but I wanted my side of the story to be known and not just the gossip rumor mill Seina has been churning out to be the only version of events.
If anyone wants to ask more questions feel free to invite me to your Discord, I'm more then happy to chat about this further.
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2020-05-28T20:39:12Z
Jake Command Wolf
285399
Replaced content with "(Seems I got the wrong LW's wiki, turns out more then one has this name, my apologies.)"
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(Seems I got the wrong LW's wiki, turns out more then one has this name, my apologies.)
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Flint Gray
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150
2018-09-20T10:56:00Z
RunelordHades
35605102
Created Page and gettin' shit ready for shit
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow}}
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RunelordHades
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
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2018-09-20T23:02:56Z
RunelordHades
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
== '''Story So Far''' ==
== '''Appearance''' ==
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
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2018-09-20T23:42:20Z
RunelordHades
35605102
/* Backstory */ Added Actaeon and Khaldia's information, will add more soon.
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a Pathfinder from Osirian named Actaeon Fowler and his mother was an Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
== '''Story So Far''' ==
== '''Appearance''' ==
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
b4ka5p4l9e2109xlco5le5br4f3fc3b
167
166
2018-09-21T00:30:38Z
RunelordHades
35605102
Added more background details
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil.
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 16 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, one of Arazni's champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
== '''Story So Far''' ==
== '''Appearance''' ==
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Bounty Hunter and Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
== '''Appearance''' ==
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and well built. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
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/* Death */
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and well built. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
== '''Friends''' ==
== '''Enemies''' ==
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and well built. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
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{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and well built. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
lz0emki8wgcrotcopnniyp2keyizwx7
175
174
2018-09-21T10:22:45Z
RunelordHades
35605102
/* Story So Far */
175
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and well built. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
b13rtyxd9pg9xrv7j55vr330wwdex53
186
175
2018-09-25T00:41:16Z
RunelordHades
35605102
/* Appearance */
186
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
kx7sq9be5u3hckm86o8ard5r8eq6hva
187
186
2018-09-25T10:01:29Z
RunelordHades
35605102
/* Personality */
187
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart. The enchantment that was once on the pendant seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
lbnv0xcozrd745212yqs0s21cwl2diy
188
187
2018-09-25T22:40:03Z
RunelordHades
35605102
/* Death */
188
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
* Absalom Guards and Captains (Current Employers)
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
4xs46ix7j3uylf0i357sdkbkd8bjvd6
221
188
2018-10-18T18:56:50Z
RunelordHades
35605102
/* Story So Far */
221
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there...
Though recently he's been working with a Paladin upping on the leads of a possible ex-anti-paladin. Not his normal tonsure, but... It kept the paladin from turning her gaze upon him and his work.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
jlv931srdfo2p8xno247vskcdtive7n
235
221
2018-10-28T22:28:38Z
RunelordHades
35605102
/* Unlife */
235
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Cernunnos Fowler|image1 = Unknown.png|caption1 = Mercenary, Bounty Hunter, Private Investigator|gender = Male|race = Human|class = Cleric / Magus / Gunslinger|alignment = Lawful Neutral|age = 65|height = 6'6"|weight = 210|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
=== Second Death ===
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Hell.
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric at wits end. At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough.
=== Carter Slade ===
{{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare|aliases = The Legendary Gunslinger}}
== '''Story So Far''' ==
Cases have been cold, not much other than mercenary work for a dragon and some bounties here and there...
Though recently he's been working with a Paladin upping on the leads of a possible ex-anti-paladin. Not his normal tonsure, but... It kept the paladin from turning her gaze upon him and his work.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
h7lg4eybte2lq000pdoy19vgveas2wy
239
235
2018-10-29T00:50:17Z
RunelordHades
35605102
/* Carter Slade */
239
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 65|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given {{Infobox_character|image = Capture.PNG|imagecaption = Flint Gray and his Phantom Steed}}that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 65|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given {{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 65|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given {{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 65|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
Cernunnos Fowler looks pretty good for a man past his middle age. Fairly tall and twiggy. Fair and pale skin, just a few shades from looking like a corpse with hints of a permanent blush that lined along his cheeks and nose. There were a few key features when it came to Fowler's facial features; he had a few scars that seemed a bit fresh along his bottom lip and right cheek, his nose was a bit crow like but short from being broken over and over again, his pale red lips were hidden partially by a neatly trimmed salt and pepper goatee, a stubble hid a few small scars here and there on his cheeks and then there were his eyes.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canines were just a tad bit longer than average. Laugh lines were hidden in the stubble around his lower cheeks.
Growing just to the pinna of his ears, his hair was a composite of three colors; raven black, ashen gray and salt white. Grey hair seemed to particularly grow around his ears, while the rest was an odd calico of the three colors, like his facial hair.
The main ensembles of his outfit was his leather duster and his hat.
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body.
== '''Personality''' ==
Cernunnos is a man of many things, but one with a calm disposition he's not. Quick to the draw and quicker to assume; Cernunnos is paranoid, holding a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Cernunnos often times plays his role as the straight man by accident, but assumptions of his bland personality would be a failure of one's perception. He can be nervous at times, especially when something's amiss but he is no coward.
Cernunnos has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Often times cold and distant, Cernunnos has a hard time trusting people at their word and first impression but can quickly grow warm to them once trust has been built.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
* Lady Janna Smilos, Supreme Vessel of the Daggermark Assassins' Guild
* Tragshi the Herbalist, Chief Poisoner/Guildmistress of the Daggermark Poisoners' Guild
* Khaldia Nevermore, Oracle of Charon (Mother)
* Lady Arazni, The Harlot Queen and the Blood Lords of Mechitar. (Ex-Employers)
== Neutral ==
* Absalom Guards and Captains (Current Employers)
* Phoebe and her brother
* Dala
* Among others
== '''Enemies''' ==
* Criminals (To a point...)
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 203|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away on his own. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
Flint Gray, unlike his former self, was much older and a bit different in certain ways. He was much taller now, over a foot taller than the once already tall Fowler. His frame was still thin and his nose like a beak. But he no longer would wear those spectacles and lets his eyes peer over everyone.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. A fire burned behind those eyes. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face, more so than the last.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canine was just a tad bit longer than average, the other one missing. Laugh lines were hidden in the long grey beard.
His hair was now fully gray, but with hints of where black used to be. His hair went down way farther than his ears, going all the way down past his shoulders. Fowler would have kept them tied back, but Gray lets it all hang down normally.
The main ensembles of his outfit was his leather duster and his hat, however they've changed
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck. The jacket had a few more addons, like a gold star on the breast similar to the one Carter Slade had. The tail and sides were no longer pristine, instead burnt with holes here and there.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown. His hat was messed up, with long creases along the edge. There were multiple holes now in the brim, and an ace playing card was bent out of the strap.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body. He had a red bandanna around his neck, and a bandoleer across his chest, carrying all sorts of odds and ends, including a dragon's tooth.
== '''Personality''' ==
Flint is a man of many things, but unlike his younger self he is now more calm, laid back, however this does not make him lazy. He still holds a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Flint often times plays his role as the cool head of the group, but assumptions of his bland personality would be a failure of one's perception. He is now rather calm, but would grow cold and quiet, especially when something's amiss, ready to spring into action.
Fowler has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening with his burning gaze and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Now calm and collected, Flint often times takes to being lax, able to stay calm in even tight situations.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
== Neutral ==
* Absalom Guards and Captains (Current Employers)?
* Phoebe and her brother?
* Dala?
* Among others?
== '''Enemies''' ==
* Criminals (To a point...)
* Dragons
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 203|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away on his own. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, found he could attract a phantasm nightmare through his sheer force of willpower and grit that burned just as hot as Flint's soul did. Once he did that, Carter Slade "loaned" Flint his Nightmare, Ash Gray, saying he was "ready to return to the world."
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare. Immediately after, Ash Gray returned back to Abbadon to be reunited with its master.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
=== Human ===
Flint Gray, unlike his former self, was much older and a bit different in certain ways. He was much taller now, over a foot taller than the once already tall Fowler. His frame was still thin and his nose like a beak. But he no longer would wear those spectacles and lets his eyes peer over everyone.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. A fire burned behind those eyes. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face, more so than the last.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canine was just a tad bit longer than average, the other one missing. Laugh lines were hidden in the long grey beard.
His hair was now fully gray, but with hints of where black used to be. His hair went down way farther than his ears, going all the way down past his shoulders. Fowler would have kept them tied back, but Gray lets it all hang down normally.
The main ensembles of his outfit was his leather duster and his hat, however they've changed
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck. The jacket had a few more addons, like a gold star on the breast similar to the one Carter Slade had. The tail and sides were no longer pristine, instead burnt with holes here and there.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown. His hat was messed up, with long creases along the edge. There were multiple holes now in the brim, and an ace playing card was bent out of the strap.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body. He had a red bandanna around his neck, and a bandoleer across his chest, carrying all sorts of odds and ends, including a dragon's tooth.
=== Undead ===
In a somewhat gruesome transformation, Flint can become his burning undead form. His jacket begins to smolder and fire would be thronged from his head and where his neck was. He'd become a burning skeleton, covered in flame and a thick layer of boiling red blood. His yellow eyes would be replaced with two yellow spotlights, staring out far and wide at anyone who got close.
== '''Personality''' ==
Flint is a man of many things, but unlike his younger self he is now more calm, laid back, however this does not make him lazy. He still holds a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Flint often times plays his role as the cool head of the group, but assumptions of his bland personality would be a failure of one's perception. He is now rather calm, but would grow cold and quiet, especially when something's amiss, ready to spring into action.
Fowler has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening with his burning gaze and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Now calm and collected, Flint often times takes to being lax, able to stay calm in even tight situations.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
== Neutral ==
* Absalom Guards and Captains (Current Employers)?
* Phoebe and her brother?
* Dala?
* Among others?
== '''Enemies''' ==
* Criminals (To a point...)
* Dragons
[[Category:Characters]]
[[Category:Player Characters]]
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/* The Birth of Flint Gray */
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{{ATCOS_Character_Infobox|title1 = Flint Gray|image1 = C92ca81a0ed4649a81842953ba4e418c.jpg|caption1 = Necromancer, Student of Slade, Gunslinger|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Lawful Evil|age = 203|height = 8'2"|weight = 110|hair = Salt and Pepper|eyes = Yellow|deity = NaN}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disvowed Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away on his own. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, attracted his own Nightmare. Drawn not by his evil soul, but by the determination that emanated like a flame from his pure essence.
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare.And began his ride towards Absalom from the other side of the world.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
=== Human ===
Flint Gray, unlike his former self, was much older and a bit different in certain ways. He was much taller now, over a foot taller than the once already tall Fowler. His frame was still thin and his nose like a beak. But he no longer would wear those spectacles and lets his eyes peer over everyone.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. A fire burned behind those eyes. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face, more so than the last.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canine was just a tad bit longer than average, the other one missing. Laugh lines were hidden in the long grey beard.
His hair was now fully gray, but with hints of where black used to be. His hair went down way farther than his ears, going all the way down past his shoulders. Fowler would have kept them tied back, but Gray lets it all hang down normally.
The main ensembles of his outfit was his leather duster and his hat, however they've changed
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck. The jacket had a few more addons, like a gold star on the breast similar to the one Carter Slade had. The tail and sides were no longer pristine, instead burnt with holes here and there.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown. His hat was messed up, with long creases along the edge. There were multiple holes now in the brim, and an ace playing card was bent out of the strap.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body. He had a red bandanna around his neck, and a bandoleer across his chest, carrying all sorts of odds and ends, including a dragon's tooth.
=== Undead ===
In a somewhat gruesome transformation, Flint can become his burning undead form. His jacket begins to smolder and fire would be thronged from his head and where his neck was. He'd become a burning skeleton, covered in flame and a thick layer of boiling red blood. His yellow eyes would be replaced with two yellow spotlights, staring out far and wide at anyone who got close.
== '''Personality''' ==
Flint is a man of many things, but unlike his younger self he is now more calm, laid back, however this does not make him lazy. He still holds a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Flint often times plays his role as the cool head of the group, but assumptions of his bland personality would be a failure of one's perception. He is now rather calm, but would grow cold and quiet, especially when something's amiss, ready to spring into action.
Fowler has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening with his burning gaze and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Now calm and collected, Flint often times takes to being lax, able to stay calm in even tight situations.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Friends''' ==
== Neutral ==
* Absalom Guards and Captains (Current Employers)?
* Phoebe and her brother?
* Dala?
* Among others?
== '''Enemies''' ==
* Criminals (To a point...)
* Dragons
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Grey|image1 = Cowboy-western-concept-art-illustration-01-jeremy-fenske-cowboy.jpg|caption1 = Mercenary, Bounty Hunter, Private Investigator, High Cleric|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Unknown|age = Super Old|height = Tall|weight = Stick|hair = Salt and Pepper|eyes = Yellow|deity = Charon}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disavowed
Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away on his own. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, attracted his own Nightmare. Drawn not by his evil soul, but by the determination that emanated like a flame from his pure essence.
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare.And began his ride towards Absalom from the other side of the world.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
== '''Appearance''' ==
=== Human ===
Flint Gray, unlike his former self, was much older and a bit different in certain ways. He was much taller now, over a foot taller than the once already tall Fowler. His frame was still thin and his nose like a beak. But he no longer would wear those spectacles and lets his eyes peer over everyone.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. A fire burned behind those eyes. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face, more so than the last.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canine was just a tad bit longer than average, the other one missing. Laugh lines were hidden in the long grey beard.
His hair was now fully gray, but with hints of where black used to be. His hair went down way farther than his ears, going all the way down past his shoulders. Fowler would have kept them tied back, but Gray lets it all hang down normally.
The main ensembles of his outfit was his leather duster and his hat, however they've changed
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck. The jacket had a few more addons, like a gold star on the breast similar to the one Carter Slade had. The tail and sides were no longer pristine, instead burnt with holes here and there.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown. His hat was messed up, with long creases along the edge. There were multiple holes now in the brim, and an ace playing card was bent out of the strap.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body. He had a red bandanna around his neck, and a bandoleer across his chest, carrying all sorts of odds and ends, including a dragon's tooth.
=== Undead ===
In a somewhat gruesome transformation, Flint can become his burning undead form. His jacket begins to smolder and fire would be thronged from his head and where his neck was. He'd become a burning skeleton, covered in flame and a thick layer of boiling red blood. His yellow eyes would be replaced with two yellow spotlights, staring out far and wide at anyone who got close.
== '''Personality''' ==
Flint is a man of many things, but unlike his younger self he is now more calm, laid back, however this does not make him lazy. He still holds a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Flint often times plays his role as the cool head of the group, but assumptions of his bland personality would be a failure of one's perception. He is now rather calm, but would grow cold and quiet, especially when something's amiss, ready to spring into action.
Fowler has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening with his burning gaze and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Now calm and collected, Flint often times takes to being lax, able to stay calm in even tight situations.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Allies''' ==
* Charon (God)
* Geb (Country)
* Daggermark (Home City)
* Daggermark's Assassin's Guild (Friends of The Family)
* Janna Smilos (God Mother)
* Carter Slade (Teacher, Father Figure)
== Neutral ==
* Hell Knights (Somewhat Hostile)
* Erica Piper (Target/Contractor)
* Whispering Way (Cult He's Interacted With)
* Tenora Claw Conquistador of Flame and Loyal Servant of the God Claw (Target/Contractor)
== '''Enemies''' ==
* Bounty Targets
* Some Criminals
* Osirion
* Dragons
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Grey|image1 = Cowboy-western-concept-art-illustration-01-jeremy-fenske-cowboy.jpg|caption1 = Mercenary, Bounty Hunter, Private Investigator, High Cleric|gender = Male|race = Skeleton Champion (Once Human)|class = Cleric / Gunslinger|alignment = Unknown|age = Super Old|height = Tall|weight = Stick|hair = Salt and Pepper|eyes = Yellow|deity = Charon}}
== '''Backstory''' ==
=== Actaeon and Khalida ===
Cernunnos Fowler was once a normal human born in the city of Daggermark, his father was a cocky yet cheerful sharpshooting Pathfinder from Osirian named Actaeon Fowler and his mother was a gentle and kindhearted Oracle of Charon by the name of Khalida Nevermore.
Actaeon joined the Pathfinder Society at the age of 16, having proven his worth by traveling to Mechitar and stealing the helmet of one of the five former Knights of Ozem while also obtaining the ire of the Harlot Queen, Arazni. After a successful 30 year career as a Pathfinder Actaeon retired to Daggermark, attempting to leave the many enemies he had made in his career in the past. Although his retirement was shortlived, as he then acted as part of Daggermark's Calvary Regiment alongside Lord Martro Livondar soon after he married his wife Khaldia Nevermore.
Khaldia was destined to be an oracle from birth when she was born from the corpse of a woman who was hung while pregnant during one of the many wars for territory and renown in her homeland somewhere in The River Kingdoms. The land never had a name, as it was conquered and reconquered and re-titled over and over again. Khaldia died that day, cold and alone with not one to protect her. How she was revived and how she grew in favor with Charon isn't currently known, as Khaldia never spoke of the reasons as to why.
The story as to how and why they got married changes every time one asks them. Sometimes Acteon will claim he rescued her from being held captive in a crystal prison. Other times Khaldia claims that it was love at first sight when the two met on the boat to Daggermark, though the validity of either story is unknown to everyone except the two.
Either way, the two had three children. First came Cernunnos and then the twins Dabria and Dearil. As the oldest, Cernunnos was given a red pendant that was enchanted by his mother. It was said to have the power to protect
=== Early Life and Daggermark ===
Life in Daggermark was a lot simpler than most would often think, given
that Daggermark's two most well known organizations were Assassins and Poisoners, it was a lot like how Abasalom is now. Separated in multiple districts, the laws were loose yet reinforced. Deaths were often, but regulated like business by the two organization. They were like mobsters, never liking new blood coming in and upsetting the balance that they ever so delicately carved out.
The Fowlers lived in the more rich district, given that Acteon was serving Lord Livondar. Neither organization ever seemed to bother the Fowler family, just the opposite in fact. Khaldia Nevermore and Lady Janna Smilos, the head of the Daggermark Assassin's Guild, were mother-friends for years so the Fowler and Smilos children often played together. So then it came to a surprise one day that Actaeon was found dead in his bed, with the signature kris that was a calling card of the Daggermark Assassins stuck between his ribs.
Cernunnos was but 15 at the time, with the twins being 10 years old. By her word, Lady Janna claimed that she had no knowledge of why Acteon was murdered but Khaldia did not believe her as the Lady had warned Actaeon about his position as Lord Livondar's "lapdog" bringing its own dangers to him and his family. Cernunnos was an analytical child, never one to let small details get past him and this felt all wrong.
Using his mother's own shrine to Charon and his father's skull, he channeled the unholy energy into the skull by using a ritual from Khaldia's notebook. There, he made a deal with one of the Harbingers of Charon by trading a shard of his soul for the power to relive his father's last memories. That's when he saw it.
Lording over Acteon's body was a monstrous suit of profane ebony armor covering a desiccated corpse, clutching a helmet in one hand while holding the murder weapon in the other. Detailing the vision he saw to Khaldia and Lady Janna, Khaldia went and opened an often-locked chest in her and Acteon's room, finding that the helmet, the relic that the Pathfinder Society allowed him to keep, was gone.
Khaldia, too soft for her own good, never informed her son about the helmet nor who Acteon was before Cernunnos was born. However, Lady Janna explained that the being in his vision was a Graveknight, specifically one of Arazni's five champions.To find out why his father had to die, Cernunnos one day left the city of Daggermark with naught but his father's pistol, skull and armor which at the time didn't fit him correctly, leaving only a note on his bed for his mother and siblings. There, he sneaked on board of a merchant's vessel that would be passing the capital of Geb, Mechitar.
=== Cernunnos And Mechitar ===
Arriving to Mechitar at the age of 16, Cernunnos's search eventually found himself at the gates of the Cinerarium, where Arazni resided. At the time, though, it was enchanted so only the dead could enter the Cinerarium so Cernunnos, well, died! Temporarily. Using a special poison he bought from Tragshi's guild, he temporarily died while hiding in a cart of gifts from another country and was revived inside of the Cinerarium.
Once he was in the Cinerarium, Cernunnos searched around the giant obsidian pyramid for the graveknight that killed his father and thus ended up finding himself in the upper throngs of the throne room. The five knights all stood shoulder-to-shoulder, between the Harlot Queen herself and an apparent ambassador.
Although due to Cernunnos climbing on one of the massive chandeliers and falling off upon the ambassador, it was revealed that the ambassador was one of Lady Janna's assassins who was on a suicide mission to attempt to at least harm Arazni and her champions with holy water and a wand of mythic consecration. But they were immediately cut down once their deception was foiled.
Impressed by Cernunnos's tenacity and quick-thinking, Lady Arazni was tempted to award Cernunnos until he spoke.
''"My name is Cernunnos Fowler! You killed my father! I have come for my revenge!" ''
At first, Lady Arazni was confused but then let out a laugh, before explaining exactly the situation of the matter. About how his father had stole the graveknight's helmet and had repeatedly gained the ire of Geb's citizens with his actions as a Pathfinder. Defeated, Cernunnos had collapsed in front of the Lady and her champions.
After a moment's thought, Lady Arazni herself approached Cernunnos and spoke these soft words.
''"You remind me of someone I knew when I was your age. Maybe it's that tenacity, maybe it's that conviction. Or maybe it's that stupid pride that you both seemed to share. You came all this way and have impressed me, time and time again. So I shall grant you a gift and send you on your way."''
With that, Arazni took the helmet off of the graveknight that had slayed Acteon and disenchanted it of its necromatic energy, before bestowing it as a gift to Cernunnos. Struck with the anger that his father had done something like this, he disavowed
Acteon.
After the encounter with Lady Arazni, for the next 10 years he served in the kingdom of Geb as a bounty hunter, hunting down people like Acteon who dared to commit crime in Geb. Using his analytical prowess and abilities, Cernunnos became a force to be reckoned with, until his death.
=== Death ===
Cernunnos one day was killed in his sleep, stabbed in the chest with an Assassin's Kriss. He laid dead for about ten years until his corpse was discovered by one of the Graveknights who were searching for one of the Bloodstones of Arazni. It appeared that the blood crystal in Cernunnos's enchanted necklace was a shard of the heart and the enchantment that was once on the pendant, having hidden the artifact's magical aura, seemed to have ended upon his death.
=== Unlife ===
For his years of service to Geb and finding a shard of one of the Bloodstones, Lady Arazni had Cernunnos resurrected. The dark arcane energy the once demi-god flooded into Cernunnos, bringing him back at the cost of 30 years of his life. Yet, for some reason he ages far slower than normal humans, maybe due to the fact he doesn't have a complete soul or maybe due to his mother's ties to Charon. Cernunnos, thankful of Lady Arazni's gift, left Geb in search of the one who killed him.
However, after 5 years of searching, he found no traces of his assassin or any reason as to why he was even killed in the first place. With hazed memories and age catching up onto his coattails, he decided to retire to Absalom. Only to quickly find himself restless, he works as a bounty hunter and detective inside of the great city.
He met a lot of people, the spunky youth Phoebe and the Construct Oracle Dala. He also became both an informant and a retainer for the Absalom Guard.
During a festival, Fowler, Dala and Verus all protected the town from some dragons. Fowler, willing to sacrifice himself to protect his friends and the town was taken in by the great Dragon God. He had made a contract with the Dragon God, written in spoken word, that he will serve the dragon until his death. The contract, born of blood and fire, was held true. Until Fowler died.
=== The True Death of Cernunnos Fowler ===
Fowler had a plan, a devious yet... unscrupulous plan, a plan with many holes. A plan that wouldn't ever work. Except for those who hold an intense amount of strength, ego and luck. Luckily, Fowler was one such man.
He studied himself in silence during his stay with the dragon in his quazi-real plane, where years in the plane were but days in the material plane. He found why his body was so cold and why he couldn't age: He was Gravetouched, those who were revived with negative energy often done by great lichs or necromancers. Azrani, in all of her power, could never perform such a holy ritual like Resurrection without somehow corrupting it with her aura, thus when Fowler was revived: he became Gravetouched. Learning all that he could with the help of the dragons of this quazi-plane, he found that upon his death, there was but a chance to survive, but as an undead.
Fowler, knowing the risks, charged his Bone Razor with all of his arcane energy, passing it onto the blade. But before he could commit to the deed, the great Dragon God found his workspace and brought his unholy fire down upon it, drenching Fowler in evil fire. But... this is exactly what Fowler was waiting for. Using the dark energy of the flame he was bathed in, he struck his heart with the bone razor and passed it and the fire's energy into his body, killing him.
Through a shrewd combination between the razor, his arcane energy, the dragon's unholy fire and his own determination: he had done it. He had passed into undeath.
His flesh was burned and melted away, muscle and sinew burnt from his body. But his blood only boiled, attaching to his bones. Through his arcane defiance and determination, he had done it, but not unscathed. The dragon's own fire and essence burned into his bones and fragmented soul, filling the shard that was once there with an eternal flame, causing his aura to be filled with the same flame that ignited his change but the pain of the eternal flame wracked his soul, setting him back and wounding his soul. Having fulfilled his contract, Fowler was banished by the Dragon God to Abbadon. {{Infobox_character|name = Carter Slade|imagecaption = The Wraith of Flame and Ash and his Nightmare, Ash Gray|aliases = The Legendary Gunslinger|image = Capture.PNG}}
=== Meeting Carter Slade ===
There, years passed like minutes. He wandered the Hellscape, learning about the extent of his undeath. At first, it was unbearable, insanity inducing. Until a Wraith of Flame and Ash riding upon a steed of flame wandered by, finding the undead cleric beyond wits end.
At first, the two were hostile: Fowler lashing out like a mindless creature but after what seemed like years of fighting, Fowler worked out his insanity. The Wraith, named Carter Slade, went through a similar situation to Fowler. Similar enough that he spared the man.
Carter Slade was not just a gunslinger, he was ''the ''gunslinger. One of the first Legendary Gunslingers, to be exact. Back during the early Starstone Age, when Aroden was still alive, Carter was one of the many adventurers that flocked to Absalom looking for fame, fortune and power. He was most often hired out by the House of Tevineg to hunt down those who broke their agreements with the house. He was famous for presenting his brashness and unwillingness to budge to any demand when he didn't bend his knee to Aroden when his services were called. But there were legends. Some legends say that his gaze was enough to cull any argument, others say that his gaze burned people alive. There are legends that say he was more accurate than Erastil with his bow, some say that he was the first to invent the revolver as he claimed "One bullet is not enough", while some curse his name as some ragged devil-whisperer.
Despite being a legend he was but a human, so age eventually caught up to him. But, per his service, the Matron of House Tevineg at the time met with Carter Slade on his death bed with a contract. The gift of endless age in exchange for being a servant of Asmodeus. Obviously the dying man took the deal, finding his soul damned as he died and was reborn. The Carter Slade that was reborn was an exact copy of Slade himself, but the real Carter Slade was taken to Hell. Not one to bend his knee to anyone, be they man or god, his pure determination and burning spite broke the contract's seal before he even reached Hell, damning him to be a wraith of flame and ash, ever wandering the evil planes. His actions and spirit attracted a Nightmare to his side which he named Ash Gray. Ash Gray had become more than a mount to Carter Slade, but an extension of his will.
=== The Birth of Flint Gray ===
{{Infobox_character|image = Capture-0.PNG|imagecaption = Undead Flint Gray and his Phantom Steed}}Carter Slade trained Fowler, who himself was already an apt gunman, in the ways of a Legendary Gunslinger. Though in his diminished state, he would have to rekindle the power that was burned away on his own. Years passed further by, and the name Cernunnos Fowler become lost to him for that was not who he was anymore. He eventually took up the name Flint Gray.
Flint Gray, after exploring the hellish planes alongside Carter Slade, attracted his own Nightmare. Drawn not by his evil soul, but by the determination that emanated like a flame from his pure essence.
Thanking Carter for the years of company, training and the return of his sanity, Flint hopped back to the Material Plane with the Nightmare.And began his ride towards Absalom from the other side of the world.
Mounting his steed, he rode all the way back to Abaslom, to face the city he hasn't seen in more than a hundred years, but for them: It was only a few days.
=== The Zephyr Incident ===
After a few months of doing his work within the city, including minor events such as taking over the Duke St. James Manor and hunting after some more notorious criminals, Flint Gray disappeared for a while when the earthquakes seemingly destroyed his home and the Zephyr Incident began. However, riding in like a bat out of hell, Flint assisted the guard in taking down the evil necromancer Jaerrick of The Zephyr and destroying the Zephyr Stone. Doing this along with assisting Erica Piper in taking down Lucia Sol, Flint garnered some fame and was given the now-returned Duke St. James Manor for his service, where he works out of to this day as a Mercenary, Private Investigator and High Cleric.
== '''Appearance''' ==
=== Human ===
Flint Gray, unlike his former self, was much older and a bit different in certain ways. He was much taller now, over a foot taller than the once already tall Fowler. His frame was still thin and his nose like a beak. But he no longer would wear those spectacles and lets his eyes peer over everyone.
As yellow as envy, those eyes. Eyes that bore holes in all that they looked at, eyes that could dive right into another's soul. The sclera of his eyes were the color of dried blood, a contrast of color can be seen when his eyes were bloodshot. His pupils were like thin yet long diamonds, touching to the top and bottom edge of the iris. The yellow iris was far larger than an average human's, taking up the majority of the sclera. A fire burned behind those eyes. Permanent light purple bags from years of restless sleep hung heavy underneath his eyes and crow's feet dotted at the edges of his face, more so than the last.
He also had this smile, a handsome smile that seemed to draw and disarm those who looked at his glistening white teeth, though closer study would find that the canine was just a tad bit longer than average, the other one missing. Laugh lines were hidden in the long grey beard.
His hair was now fully gray, but with hints of where black used to be. His hair went down way farther than his ears, going all the way down past his shoulders. Fowler would have kept them tied back, but Gray lets it all hang down normally.
The main ensembles of his outfit was his leather duster and his hat, however they've changed
His leather duster was custom made, cut long so that the hem would go down to his knees. Four metal buttons, each about a half foot between each other went from the waist of the coat to the collar. The left sleeve was normal, going all the way down to Fowler's wrist and stopping about a half inch from the beginning of his palm while wide enough to allow spastic hand and arm movement, but the right sleeve was cut short and had three small belts to secure the sleeve to the arm. With a short cape that wouldn't go beyond the shoulders, which also had a belt to secure underneath the neck, the collar was a formal design with lapels that would go out a bit far from the neck. The jacket had a few more addons, like a gold star on the breast similar to the one Carter Slade had. The tail and sides were no longer pristine, instead burnt with holes here and there.
His hat was also leather, but lined with wool with a wide yet flat, even brim. A dark black that contrasted with the duster's dark yet faded browns. The crown was pointed by design, with two dents and a deep crease that pointed a bit forward and down when worn correctly with a brown buckle set that rested around the crown. His hat was messed up, with long creases along the edge. There were multiple holes now in the brim, and an ace playing card was bent out of the strap.
Beyond that, his outfit was rather plain. Black canvas slacks with a bandoleer as a belt which held two holsters for small firearms, two hocks to hold books, an empty sword sheath and two different spell component pouch. All were designed in a similar way, leather with bronze buttons and claps. Worn soldier's boots that were secured to the foot and ankle with two separate belts and a sleeveless leather tunic with a chain shirt sewn in that was fastened tight and made to fit securely to the body. He had a red bandanna around his neck, and a bandoleer across his chest, carrying all sorts of odds and ends, including a dragon's tooth.
=== Undead ===
In a somewhat gruesome transformation, Flint can become his burning undead form. His jacket begins to smolder and fire would be thronged from his head and where his neck was. He'd become a burning skeleton, covered in flame and a thick layer of boiling red blood. His yellow eyes would be replaced with two yellow spotlights, staring out far and wide at anyone who got close.
== '''Personality''' ==
Flint is a man of many things, but unlike his younger self he is now more calm, laid back, however this does not make him lazy. He still holds a deep intrinsic sense of both his surroundings and his company compounded only by his desire to pull out and dissect every wriggling detail.
Analytical in nature, Flint often times plays his role as the cool head of the group, but assumptions of his bland personality would be a failure of one's perception. He is now rather calm, but would grow cold and quiet, especially when something's amiss, ready to spring into action.
Fowler has a way to cohere information and details from others. At times he can be rather disarming, other times he can be threatening with his burning gaze and sometimes he can push people's buttons in just the right way to force his way under their skin. He has a great sense of self and understanding of people, a requirement in his line of work. Quick to crack a joke to clear the air or to hold the door for another person, he often times is an all around good person that can buckle down and get things done.
Now calm and collected, Flint often times takes to being lax, able to stay calm in even tight situations.
When it comes to his work, he is calm, cool and often times professional. He would often times take the lead, making sure everything was done right.
== '''Allies''' ==
* Charon (God)
* Geb (Country)
* Daggermark (Home City)
* Daggermark's Assassin's Guild (Friends of The Family)
* Janna Smilos (God Mother)
* Carter Slade (Teacher, Father Figure)
== Neutral ==
* Hell Knights (Somewhat Hostile)
* Erica Piper (Target/Contractor)
* Whispering Way (Cult He's Interacted With)
* Tenora Claw Conquistador of Flame and Loyal Servant of the God Claw (Target/Contractor)
== '''Enemies''' ==
* Bounty Targets
* Some Criminals
* Osirion
* Dragons
[[Category:Characters]]
[[Category:Player Characters]]
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Fortress of Swolitude
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Created page with "[[File:Cottage-0.jpg|thumb|832x832px]] This demiplane is accessible from within the Half-Empty Gym, and was created by Azeriah for relaxation, meditation, healing, and exerci..."
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[[File:Cottage-0.jpg|thumb|832x832px]]
This demiplane is accessible from within the Half-Empty Gym, and was created by Azeriah for relaxation, meditation, healing, and exercising in peace. The appearance is that of a quaint rolling hills countryside, scattered with trees and massive boulders, but also brooks and streams that run between them. In the “center” of the demiplane is a massive tree that is always visible from any corner of the demiplane, except that travelers will find themselves looping when they reach one “end”, though it’s hard to tell as the hills seamlessly merge together. By the giant tree is a large, cozy cottage with rooms for modern necessities, but also a large, well-stocked kitchen. The existence of the massive boulders are easily identified once one realizes that the gravity here is several times that of the material plane, which Azeriah makes extensive use of while doing weight-lifting workouts with the heavy stones. Minor illnesses and injuries both small and large are slowly mended while in the demiplane, allowing Azeriah to keep medical patients here overnight for a speedy recovery. She also may cast her good-aligned spells here for a slight buff in the case it is needed.
Guests include family and friends, as well as employees and clients of the Half-Empty gym (those with less robust strength may be given spells to adjust for the higher gravity).
== Details ==
The demiplane is accessible by a Gate portal from within a secure room in the Half-Empty Gym.
It is 30600 ft^3 in size.
'''Alignment: Mildly Good''' [evil creatures take -2 penalty on all Charisma-based checks]
'''Bountiful''': [The demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support 3,060 medium sized creatures. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. In ambient light, these plants are normal, familiar surface plants.]
'''Gravity: Heavy''' [The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Acrobatics, Climb, Ride, and Swim checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.]
'''Shape: Self-contained''' [The borders of the plane wrap in on themselves, depositing the traveler on the other side of the map. The plane appears as a flat expanse with magical edges that teleport the traveler to the opposite edge when she crosses them.]
'''Structure: Giant tree''' [The demiplane has a specific, linked physical structure: a giant tree with a cozy though large cottage next to it.]
'''Energy: minorly Positive''' [The minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2. Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash.]
'''Magic: Enhanced good-descriptor magic''' [Good descriptor spells are cast as if their caster level were 2 higher]
'''Magic: Impeded evil-descriptor magic''' [To cast an evil descriptor spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.]
'''Morphic''': [Azeriah may use move earth at will in the demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). She is even able to affect rock formations with this ability, though the casting time for this is only half normal.]
'''Portal''': [The demiplane gains a permanent gate to the Half-Empty Gym on the material plane, which can only be used for planar travel. This gate is always open and usable from both sides, but Azeriah can secure it using normal means (such as by building a door around it).]
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[[File:Cottage-0.jpg|thumb|832x832px]]
This demiplane is accessible from within the Half-Empty Gym, and was created by Azeriah for relaxation, meditation, healing, and exercising in peace. The appearance is that of a quaint rolling hills countryside, scattered with trees and massive boulders, but also brooks and streams that run between them. In the “center” of the demiplane is a massive tree that is always visible from any corner of the demiplane, except that travelers will find themselves looping when they reach one “end”, though it’s hard to tell as the hills seamlessly merge together. By the giant tree is a small hamlet of large, cozy cottages with rooms for modern necessities, but also a large, well-stocked kitchens. The existence of the massive boulders are easily identified once one realizes that the gravity here is several times that of the material plane, which Azeriah makes extensive use of while doing weight-lifting workouts with the heavy stones. Minor illnesses and injuries both small and large are slowly mended while in the demiplane, allowing Azeriah to keep medical patients here overnight for a speedy recovery. She also may cast her good-aligned spells here for a slight buff in the case it is needed.
Guests include family and friends, as well as employees and clients of the Half-Empty gym (those with less robust strength may be given spells to adjust for the higher gravity).
== Details ==
The demiplane is accessible by a Gate portal from within a secure room in the Half-Empty Gym.
It is 30600 ft^3 in size.
'''Alignment: Mildly Good''' [evil creatures take -2 penalty on all Charisma-based checks]
'''Bountiful''': [The demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support 3,060 medium sized creatures. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. In ambient light, these plants are normal, familiar surface plants.]
'''Gravity: Heavy''' [The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Acrobatics, Climb, Ride, and Swim checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.]
'''Shape: Self-contained''' [The borders of the plane wrap in on themselves, depositing the traveler on the other side of the map. The plane appears as a flat expanse with magical edges that teleport the traveler to the opposite edge when she crosses them.]
'''Structure: Giant tree''' [The demiplane has a specific, linked physical structure: a giant tree with a cozy though large cottage next to it.]
'''Energy: minorly Positive''' [The minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2. Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash.]
'''Magic: Enhanced good-descriptor magic''' [Good descriptor spells are cast as if their caster level were 2 higher]
'''Magic: Impeded evil-descriptor magic''' [To cast an evil descriptor spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.]
'''Morphic''': [Azeriah may use move earth at will in the demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). She is even able to affect rock formations with this ability, though the casting time for this is only half normal.]
'''Portal''': [The demiplane gains a permanent gate to the Half-Empty Gym on the material plane, which can only be used for planar travel. This gate is always open and usable from both sides, but Azeriah can secure it using normal means (such as by building a door around it).]
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[[File:Cottage-0.jpg|thumb|832x832px]]
This demiplane is accessible from within [[The Half-Empty Gym]], and was created by [[Azeriah of the Three Rings|Azeriah]] for relaxation, meditation, healing, and exercising in peace. The appearance is that of a quaint rolling hills countryside, scattered with trees and massive boulders, but also brooks and streams that run between them. In the “center” of the demiplane is a massive tree that is always visible from any corner of the demiplane, except that travelers will find themselves looping when they reach one “end”, though it’s hard to tell as the hills seamlessly merge together. By the giant tree is a small hamlet of large, cozy cottages with rooms for modern necessities, but also a large, well-stocked kitchens. The existence of the massive boulders are easily identified once one realizes that the gravity here is several times that of the material plane, which Azeriah makes extensive use of while doing weight-lifting workouts with the heavy stones. Minor illnesses and injuries both small and large are slowly mended while in the demiplane, allowing Azeriah to keep medical patients here overnight for a speedy recovery. She also may cast her good-aligned spells here for a slight buff in the case it is needed.
Guests include family and friends, as well as employees and clients of the Half-Empty gym (those with less robust strength may be given spells to adjust for the higher gravity).
== Details ==
The demiplane is accessible by a Gate portal from within a secure room in the Half-Empty Gym.
It is 30600 ft^3 in size.
'''Alignment: Mildly Good''' [evil creatures take -2 penalty on all Charisma-based checks]
'''Bountiful''': [The demiplane gains a thriving natural ecology, with streams, ponds, waterfalls, and plants. The demiplane provides enough plant-based food (nuts, grains, fruit, fungi, and so on) to support 3,060 medium sized creatures. The demiplane does not have any animals unless you transport them there, but the ecology can sustain itself for as long as the demiplane exists without requiring watering, gardening, pollination, and so on, and dead organic material decays and returns to the soil in the normal manner. In ambient light, these plants are normal, familiar surface plants.]
'''Gravity: Heavy''' [The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Acrobatics, Climb, Ride, and Swim checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters that fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.]
'''Shape: Self-contained''' [The borders of the plane wrap in on themselves, depositing the traveler on the other side of the map. The plane appears as a flat expanse with magical edges that teleport the traveler to the opposite edge when she crosses them.]
'''Structure: Giant tree''' [The demiplane has a specific, linked physical structure: a giant tree with a cozy though large cottage next to it.]
'''Energy: minorly Positive''' [The minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy infusing the plane. All living individuals in a positive-dominant plane gain fast healing 2. Undead instead take 1d6 points of positive energy damage per round, and at 0 hit points they crumble to ash.]
'''Magic: Enhanced good-descriptor magic''' [Good descriptor spells are cast as if their caster level were 2 higher]
'''Magic: Impeded evil-descriptor magic''' [To cast an evil descriptor spell, the caster must make a concentration check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.]
'''Morphic''': [Azeriah may use move earth at will in the demiplane at one-tenth of the spell’s normal casting time, and can reshape normal plants in the same manner (such as by twisting trees into a fence or humanlike shapes). She is even able to affect rock formations with this ability, though the casting time for this is only half normal.]
'''Portal''': [The demiplane gains a permanent gate to the Half-Empty Gym on the material plane, which can only be used for planar travel. This gate is always open and usable from both sides, but Azeriah can secure it using normal means (such as by building a door around it).]
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Francesca Venturus
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Tortured Crusader|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
==== Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of. ====
==== Through successive harvests, her parents helped passersby and neighbors at no cost, forsaking their own profits and stores to help those they though were in need. It took one bad harvest for them to start going hungry, and all those they had helped turned their backs on them. ====
==== To solve this, her father, desperate, made a deal with a local loan shark, who demanded Francesca as insurance of payment. With no choice left, her entire family set to work, working double time to get the crop sown, and despite hardships, when the day came to pay, they had the means. ====
==== What they didn't expect was for the loan shark and his thugs to advance on them, intent on taking Francesca regardless. Francesca's father had to draw their family's old, rusted sword, a sword so rusted that it broke, leaving nothing but a hilt, after the first strike, the same strike that claimed her father's life. Distraught, she threw herself atop his body, a mix of emotions, from grief to rage to righteous indignation. As she was dragged up by the loan shark, lust in his eyes, she grabbed the broken hilt, and with all her strength and a thundering cry of anger, she swung, and her latent powers answered, cutting down the loan shark with a thundering boom. She repeated this with the thugs, their iron blades unable to stop the thundering force of her own blade. ====
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
=== Training ===
After these events
===<nowiki/>===
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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/* Early Life */
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. She
===<nowiki/>===
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all
===<nowiki/>===
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
[[File:Narsil.gif|thumb|332x332px|Rageborn's Hilt
]]
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all
[[File:Rageborn.png|left|thumb|751x751px|Rageborn's Fury.]]
===<nowiki/>===
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
[[File:Narsil.gif|thumb|332x332px|Rageborn's Hilt
]]
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all of whom had lofty ambitions, had known each other since they were young, and within the first two years, their experiences led them to add Fran to their little family. These years were, however, full of hardship, with rival Pathfinders and monster trying to defeat them at every turn. However, their staying together even through all the suffering made Fran realize that there will always be someone worth fighting form even if all seems like darkness.
[[File:Rageborn.png|left|thumb|751x751px|Rageborn's Fury.]]
===Mind of Steel<nowiki/>===
The end of these adventuring days was marred by the grimmest day in Fran's life. The day one of the members of her new family, Alexei, died. They'd been diving deep into some Dwarven ruins when they were besieged by Drow and their aberrations. Alexei, being less swift of foot, made them slower, and none of them were strong enough to carry him and still make it out, and so out of his own volition, Alexei, turning around, bade them all to live a good life for him. The last she heard from him was an emotion filled cry: "For those we cherish, we die in glory." before a detonation, allowing the other three to escape. After this, the party broke. Elle and Ronald settled down together, and Fran was left to wander once more. Yet now she was not lost; she had Alexei's last words branded into her mind. These words, along with her previous experiences, led her to a single realization: Even if the world is cruel, each and every one has a duty to make it better. And at that moment, for the second time in her life, she felt her sword speak.
=== Steel's Awakening. ===
== Story So Far ==
== Appearance ==
== Personality Traits ==
== Friends/Enemies ==
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/* Steel's Awakening. */
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>==
== Backstory ==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
[[File:Narsil.gif|thumb|332x332px|Rageborn's Hilt
]]
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all of whom had lofty ambitions, had known each other since they were young, and within the first two years, their experiences led them to add Fran to their little family. These years were, however, full of hardship, with rival Pathfinders and monster trying to defeat them at every turn. However, their staying together even through all the suffering made Fran realize that there will always be someone worth fighting form even if all seems like darkness.
[[File:Rageborn.png|left|thumb|751x751px|Rageborn's Fury.]]
===Mind of Steel<nowiki/>===
The end of these adventuring days was marred by the grimmest day in Fran's life. The day one of the members of her new family, Alexei, died. They'd been diving deep into some Dwarven ruins when they were besieged by Drow and their aberrations. Alexei, being less swift of foot, made them slower, and none of them were strong enough to carry him and still make it out, and so out of his own volition, Alexei, turning around, bade them all to live a good life for him. The last she heard from him was an emotion filled cry: "For those we cherish, we die in glory." before a detonation, allowing the other three to escape. After this, the party broke. Elle and Ronald settled down together, and Fran was left to wander once more. Yet now she was not lost; she had Alexei's last words branded into her mind. These words, along with her previous experiences, led her to a single realization: Even if the world is cruel, each individual must rage against the dying of the light. And at that moment, for the second time in her life, she felt her sword speak.
=== Steel's Awakening. ===
== Story So Far ==
== Appearance ==
For all intents and purposes, Fran is a rather plain looking girl. She has no truly outstanding, nor remarkable features of her own physicality, apart from a rather impressively toned, yet lithe body. Her hair is a shade of blonde so dirty it almost looks gray at times, and she usually leaves it loose, where it has a tendency of covering one of her eyes. Speaking of her eyes, at first glance they appear to be a dull grey, but upon closer inspection, they reflect a wisdom, and a weariness, far beyond her years.
Her skin is rather pale, from all those years diving in deep caves, even though she'd grown in the fields, harvesting under an unforgiving sun. This rather pale complexion makes it all the easier to see the bags under her eyes, and the dirt and grime that accumulate on her during her jobs.
== Personality Traits ==
== Friends/Enemies ==
=== Friends ===
* Alexei
* Ronald
* Elle
* Rageborn
=== Enemies ===
* Her Stepfather.
* Nihilists
*
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>Backstory==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
[[File:Narsil.gif|thumb|332x332px|Rageborn's Hilt
]]
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all of whom had lofty ambitions, had known each other since they were young, and within the first two years, their experiences led them to add Fran to their little family. These years were, however, full of hardship, with rival Pathfinders and monster trying to defeat them at every turn. However, their staying together even through all the suffering made Fran realize that there will always be someone worth fighting form even if all seems like darkness.
[[File:Rageborn.png|left|thumb|751x751px|Rageborn's Fury.]]
===Mind of Steel<nowiki/>===
The end of these adventuring days was marred by the grimmest day in Fran's life. The day one of the members of her new family, Alexei, died. They'd been diving deep into some Dwarven ruins when they were besieged by Drow and their aberrations. Alexei, being less swift of foot, made them slower, and none of them were strong enough to carry him and still make it out, and so out of his own volition, Alexei, turning around, bade them all to live a good life for him. The last she heard from him was an emotion filled cry: "For those we cherish, we die in glory." before a detonation, allowing the other three to escape. After this, the party broke. Elle and Ronald settled down together, and Fran was left to wander once more. Yet now she was not lost; she had Alexei's last words branded into her mind. These words, along with her previous experiences, led her to a single realization: Even if the world is cruel, each individual must rage against the dying of the light. And at that moment, for the second time in her life, she felt her sword speak.
=== Steel's Awakening. ===
== Story So Far ==
== Appearance ==
For all intents and purposes, Fran is a rather plain looking girl. She has no truly outstanding, nor remarkable features of her own physicality, apart from a rather impressively toned, yet lithe body. Her hair is a shade of blonde so dirty it almost looks gray at times, and she usually leaves it loose, where it has a tendency of covering one of her eyes. Speaking of her eyes, at first glance they appear to be a dull grey, but upon closer inspection, they reflect a wisdom, and a weariness, far beyond her years.
Her skin is rather pale, from all those years diving in deep caves, even though she'd grown in the fields, harvesting under an unforgiving sun. This rather pale complexion makes it all the easier to see the bags under her eyes, and the dirt and grime that accumulate on her during her jobs.
== Personality Traits ==
== Friends/Enemies ==
=== Friends ===
* Alexei
* Ronald
* Elle
* Rageborn
=== Enemies ===
* Her Stepfather.
* Nihilists
*
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{{ATCOS_Character_Infobox|title1 = Francesca Venturus|image1 = Would+you+take+her+as+your+companion+centerbig3crestless+and+without 85d1f0 6833502.jpg|caption1 = "Rage against the dying of the light."|gender = Female|race = Human as far as can be seen|class = Mageknight|alignment = LG|deity = None|age = 25|height = 176cm|weight = Rude|hair = Dirty Blonde|eyes = Grey}}
==<nowiki/>Backstory==
=== Early Life ===
Francesca Venturus was born without pomp nor circumstance to two farmers in a rather quaint village, located in the Andoran countryside. Her childhood was rather peaceful, and she and her family were happy. Her family was quite well known for their generosity and good heart, a fact that was quickly taken advantage of.
Instead of storing their extra grain, or selling for a rainy day fund, they gave all their surplus, not knowing whether the receiver would be deserving or not. When the harvest was good, they didn't worry, for she and her younger brothers all had enough to eat.
However, a single year of bad harvest left them all hungry, and Francesca, now 16, took the family's old sword, and set off as an adventurer, hoping to make enough gold to keep her family afloat.
The first two years were fine. She was able to join an adventuring party and send back the excess gold to her family, or at least she thought she did. During her time away, and unbeknownst to Francesca, her father had died, and out of necessity, her mother remarried. Her mother's new husband started to take the gold that she sent, feeding her family lies about Francesca having abandoned them. Eventually, they started to believe the lies, and when Fran returned home, she was met with cold shoulders, so, not wanting to cause any more harm to her family, she left.
[[File:Narsil.gif|thumb|332x332px|Rageborn's Hilt
]]
=== Wandering ===
After leaving behind her family, she worked herself to the bone, for a while becoming vengeful, almost hateful. She took quest after quest, uncaring for her own safety, until, deep in a cave, after taking a solo quest, her sword was broken by an oversized orc, leaving only a worn hilt behind. She was prepared to accept death, but somewhy, she heard a voice from the hilt, ordering to pick herself up and ''win''. From this command, her subconscious obeyed, and with a cry of defiance, she drove the hilt into the Orc's body. Except it was not merely a hilt anymore, it was a glowing blade of ectoplasm, fire, and distortions. Armed with this new weapon, she left with one lesson learned. She would never keep moving forwards again.
=== Heart of Gold ===
Her resolve led her to accompany a group of Pathfinders: Alexei, the Wizard; Elle, the Rogue and Ronald the Cleric. For five years she travelled with these three, always the first one to bear the brunt of attacks, and the one who took the lion's share of wounds. With this group, for the first time in years, she felt at peace. Her new friends, all of whom had lofty ambitions, had known each other since they were young, and within the first two years, their experiences led them to add Fran to their little family. These years were, however, full of hardship, with rival Pathfinders and monster trying to defeat them at every turn. However, their staying together even through all the suffering made Fran realize that there will always be someone worth fighting form even if all seems like darkness.
[[File:Rageborn.png|left|thumb|751x751px|Rageborn's Fury.]]
===Mind of Steel<nowiki/>===
The end of these adventuring days was marred by the grimmest day in Fran's life. The day one of the members of her new family, Alexei, died. They'd been diving deep into some Dwarven ruins when they were besieged by Drow and their aberrations. Alexei, being less swift of foot, made them slower, and none of them were strong enough to carry him and still make it out, and so out of his own volition, Alexei, turning around, bade them all to live a good life for him. The last she heard from him was an emotion filled cry: "For those we cherish, we die in glory." before a detonation, allowing the other three to escape. After this, the party broke. Elle and Ronald settled down together, and Fran was left to wander once more. Yet now she was not lost; she had Alexei's last words branded into her mind. These words, along with her previous experiences, led her to a single realization: Even if the world is cruel, each individual must rage against the dying of the light. And at that moment, for the second time in her life, she felt her sword speak.
=== Steel's Awakening. ===
It was a rather jarring surprise that her sword could speak into her head. It was even more jarring that the voice in her head belonged to her great-grandfather, the original owner of the sword. Her surprise was even further increased by the fact that his spirit had always inhabited the old family sword, but had been rudely jolted awake when the blade was shattered. After the small push, he'd chosen to remain quiet, and was happy to see that she kept using the blade, even if it was in a manner he would never have expected. From here on out, she kept hearing his voice every time she trained, subtly nudging, helping her improve, and rely more on her skill, rather than the raw power of the blast she'd learned to command. Eventually, her great grandfather had a brilliant idea: He remembered tales of a magnificent training hall in the city at the center of the world, and knew that there she'd be able to thrive. So, packing light, Francesca Venturus headed to Absalom.
== Story So Far ==
She was hired on the Train to Qadira as a guard, supervising the transport of cargo, on a trip where she and her fellow guards were accosted by shapechangers.
== Appearance ==
For all intents and purposes, Fran is a rather plain looking girl. She has no truly outstanding, nor remarkable features of her own physicality, apart from a rather impressively toned, yet lithe body. Her hair is a shade of blonde so dirty it almost looks gray at times, and she usually leaves it loose, where it has a tendency of covering one of her eyes. Speaking of her eyes, at first glance they appear to be a dull grey, but upon closer inspection, they reflect a wisdom, and a weariness, far beyond her years.
Her skin is rather pale, from all those years diving in deep caves, even though she'd grown in the fields, harvesting under an unforgiving sun. This rather pale complexion makes it all the easier to see the bags under her eyes, and the dirt and grime that accumulate on her during her jobs.
== Personality Traits ==
On the surface, Fran seems to be a rather sullen, lethargic woman. This is in part due to her having lost so many people over the years, and the fact that the only person she can currently trust is, in essence, her ghost great grandfather. This rather melancholic demeanor, further surrounded by a layer of cynicism and snark, serve to hide a kind, selfless personality, still somehow optimistic, still moving forward, trying to make a better tomorrow for herself.
== Friends/Enemies ==
=== Friends ===
* Alexei
* Ronald
* Elle
* Rageborn
=== Enemies ===
* Her Stepfather.
* Nihilists
*
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Fräy Fireweaver
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208
382
2019-02-12T21:52:17Z
Stefan Branescu
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==Backstory==
Fräy Fireweaver is a Tiefling originally from Egorian, capital of Cheliax. He is born from the rapt of his mother by a loose Div in the city, his mother lost her life while putting him into the world on the thirty-first of Kuthona, in a snow-covered back alley. The crying child was found soon after by some guards which took care to bring him to one of the enslaving grounds in Cheapside, one of the lower class districts of the capital. The newborn was fed and raised by one of the slavemasters which planned to use him as a slave, but when he was about twelve in human age a group of Tiefling and Half-Orc slaves took him with them in an attempt to run away from the camp.
===The Escape===
"Psst, hey, kiddo, wake up" a familiar whispering voice could be heard next as Fräy was mumbling something alon the lines of "Do we already have to wake up?", it was Morshoon, your average disobedient Tiefling, him and 4 other slaves were planning their escape for about two months already. "Morsh', hurry up mate, we don't have a lot of time!" an orcish voice was calling him, Nen, the brute of the group, a mountain of muscles. Often used to carry the slavemaster in her fancy nest. As soon as the tiefling hears that he gives a gentle but dry slap to Fräy, waking him up, without skipping a beat Morshoon picks him up and puts him on his legs next to the bed then drags him along to the group. "There we are, we're set to go.". The small kid was standing infront of the band, Morsh', Nen, and three other half-orcs; Thruum and Ovurk, two brothers that seemed to be smarter than stronger and Teth, a boyish woman full of battlescars. As the group finalizes the small details left Nan pulls back one of the beds revealing a tunnel. As Fräy notices this deep and dark tunnel he is pushed in. "Kid, you're going first, Nan will follow you, Teth behind me, the two brothers and me behind, okay? This tunnel links us to one of the undergound tunnels used by the guards, we don't know what to expect, we have no weapons nor armor, if a guard spots you it's game over. Kapische?". The group nods and gets in line to go down the tunnel, as they fit one by one in the hole Fräy stops. The whole group stops right behind and Morsh' asks "What's up? Why did we stop?". Fräy points toward the end of the tunnel, a light can be faintly spotted. "Ye don't worry, it's our exit."
===Guards!===
As the group proceeded to continue walking down the the tunnel, approaching towards the light Nan passes in front and passes his hand through the hole then pulling on the wall infront of them, making it crumble. Nan jumps down and the rest of the band follows. At this point they reached the underground tunnel used by the guards. Thruum takes the lead as Nan passes in last position right behind Morshoon. "Allright, at some point i was transported this way, for some odd reason. We should be able to find a room with equipment this way, and the other way it's the exit going towards the exterior of the camp, what do we do?" After a quick vote the group decides to go find the equipment room. After about a good minute of walking they reach the end of the tunnel and on one of the doors a sign indicates '''EMERGENCY EQUIPMENT '''.Thruum tries to open it, the door is closed. "Fuck, locked door. Ovurk? You said you know how to pick locks right? Your time to shine" While The twins were struggling to open the door, armored steps could be heard along the tunnel. It was a time race. As the guards were approaching closer and closer the door unlocks and the group zips in as quickly as possible. The room was full of weapons, spears, swords, shields, and armor, gambesons, chainmails, helmets, et cætera. The two brothers grab two spears, chainmails and a helmet each. Morshoon picks up one of the swords and a gambeson that he covers with a chainmail, Nan only picks up a tower shield since the armor didn't fit him and Teth picks up a sword too. Fräy couldn't find anything for his size except for a pocket knife. As the group was finishing to get ready the door opens, two guards. Everyone rushes at them and executes them as fast as they could.
===Freedom!===
The group was heading back towards the other way of the long underground tunnel, at the end, a door greets them. Morshoon takes the lead. He swings the door open, a staircase and silence. The group takes the stairs up and reach another door. Theth goes infront and opens the door just enough to see what waits them. They reached the south gate of the camp! All six of them rush out and then go forward through the door leading to the exit.
===W O R K I N P R O G R E S S===
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Gaelen
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Created page with "{{Infobox_character|name = Gaelen|image = 3f2faa9780b5fc542e29e940630821d1.jpg|aliases = Grotuk|relatives = Dokrak, Chieftain of the Ura'kral|species = Half-Orc|gender = Male|..."
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{{Infobox_character|name = Gaelen|image = 3f2faa9780b5fc542e29e940630821d1.jpg|aliases = Grotuk|relatives = Dokrak, Chieftain of the Ura'kral|species = Half-Orc|gender = Male|height = 2.2m|weight = 175kg|eyes = Blue}}
== '''Background''' ==
=== '''<u>Belkzen</u>''' ===
Life in the Holds of Belkzen is hard for any orc, but more so for the half-breeds that litter the tribes. It was in this life Grotuk, as he was then, grew up. Under the constant torment of his full orc brethren for his human 'weakness', Grotuk grew angry, rage building in his small, stunted body until he one day, at the age of seven snapped and brutally crushed the skull of his worst tormentor with a strength that far belied his size. The bullying slowed until he drew blood thrice more, proving his strength and his worth to the tribe.
Grotuk's father, chieftain of the tribe was pleased. Secretly a priest of Zun-Kuthon, he used the Rovagug-worshipping spread fear and pain across the borders of Belkzen and planned to use his son to cause a world of death and despair. Grotuk grew older and filled with more rage as the time went by, leading raids into Mammoth Lord's realms, Ustalav and even braving the forts of Lastwall with such ferocity and blood shed that whispers of the "Orc-spawn of Rovagug" spread to nearby towns.
Grotuk grew larger and stronger still outgrowing most full-blooded orcs, his hands branded with the symbols of Rovagug and Zon-Kuthon for the gods' strength to be wielded in his hands and was well on the way to fall into his father's plans; unite the tribes, burn the world.
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{{Infobox_character|name = Gaelen|image = 3f2faa9780b5fc542e29e940630821d1.jpg|aliases = Grotuk|relatives = Dokrak, Chieftain of the Ura'kral|species = Half-Orc|gender = Male|height = 2.2m|weight = 175kg|eyes = Blue}}
== '''Background''' ==
=== '''<u>Belkzen</u>''' ===
Life in the Holds of Belkzen is hard for any orc, but more so for the half-breeds that litter the tribes. It was in this life Grotuk, as he was then, grew up. Under the constant torment of his full orc brethren for his human 'weakness', Grotuk grew angry, rage building in his small, stunted body until he one day, at the age of seven snapped and brutally crushed the skull of his worst tormentor with a strength that far belied his size. The bullying slowed until he drew blood thrice more, proving his strength and his worth to the tribe.
Grotuk's father, chieftain of the tribe was pleased. Secretly a priest of Zun-Kuthon, he used the Rovagug-worshipping spread fear and pain across the borders of Belkzen and planned to use his son to cause a world of death and despair. Grotuk grew older and filled with more rage as the time went by, leading raids into Mammoth Lord's realms, Ustalav and even braving the forts of Lastwall with such ferocity and blood shed that whispers of the "Orc-spawn of Rovagug" spread to nearby towns.
Grotuk grew larger and stronger still outgrowing most full-blooded orcs, his hands branded with the symbols of Rovagug and Zon-Kuthon for the gods' strength to be wielded in his hands and was well on the way to fall into his father's plans; unite the tribes, burn the world.
(In progress!)
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{{Infobox_character|name = Gaelen|image = 3f2faa9780b5fc542e29e940630821d1.jpg|aliases = Grotuk|relatives = Dokrak, Chieftain of the Ura'kral|species = Half-Orc|gender = Male|height = 2.2m|weight = 175kg|eyes = Blue}}
== '''Background''' ==
=== '''<u>Belkzen</u>''' ===
Life in the Holds of Belkzen is hard for any orc, but more so for the half-breeds that litter the tribes. It was in this life Grotuk, as he was then, grew up. Under the constant torment of his full orc brethren for his human 'weakness', Grotuk grew angry, rage building in his small, stunted body until he one day, at the age of seven snapped and brutally crushed the skull of his worst tormentor with a strength that far belied his size. The bullying slowed until he drew blood thrice more, proving his strength and his worth to the tribe.
Grotuk's father, chieftain of the tribe was pleased. Secretly a priest of Zun-Kuthon, he used the Rovagug-worshipping spread fear and pain across the borders of Belkzen and planned to use his son to cause a world of death and despair. Grotuk grew older and filled with more rage as the time went by, leading raids into Mammoth Lord's realms, Ustalav and even braving the forts of Lastwall with such ferocity and blood shed that whispers of the "Orc-spawn of Rovagug" spread to nearby towns.
Grotuk grew larger and stronger still outgrowing most full-blooded orcs, his hands branded with the symbols of Rovagug and Zon-Kuthon for the gods' strength to be wielded in his hands and was well on the way to fall into his father's plans; unite the tribes, burn the world.
(In progress!)
=== '''Goals''' ===
Gaelen is, at this point in his life, incredibly simple in his desires. The way to accomplish them may not be, but he knows what he needs try and do. Belkzen is his home, and it's a home of pain, suffering and death for the hordes themselves and for the lands around them, knowing first-hand the terror they can cause. In his life, Gaelen wants to travel to Belkzen when he feels ready and unite the tribes. Not under a banner of war, but to turn them into a real people to live and work alongside the rest of civilization, to not be a pawn in some god's or wizard's plot of world domination.
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Gerhart
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370
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2019-10-09T11:39:01Z
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Created page with "{{ATCOS Character Infobox|image1 = Gerhart.jpg}}WIP"
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{{ATCOS Character Infobox|image1 = Gerhart.jpg}}WIP
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{{ATCOS Character Infobox|image1 = Gerhart-0.jpg}}WIP
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"Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed." - Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go much further.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.{{Infobox item}}
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"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go much further.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.{{Infobox item}}
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"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go much further.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
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wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
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724
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2019-10-10T22:21:42Z
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wikitext
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"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
[[File:Clutch - The Regulator Lyrics|thumb|161x161px]]
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
t1zlnmyxtqh9f5sgt7la2gxpu241gvt
725
724
2019-10-10T22:22:06Z
Регалий
39831327
725
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|291x291px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
fnlineunvvx7mevlt3p48mvcrxj2tc8
726
725
2019-10-10T22:22:26Z
Регалий
39831327
726
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|298x298px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering . When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
80akt05wusuinmyb6ysk19lgxvylh02
727
726
2019-10-10T22:23:21Z
Регалий
39831327
727
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|298x298px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart, discarding whatever name he had before.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
lc3bmaihh9dw08eu5de7tdmhao12kp6
728
727
2019-10-10T22:23:52Z
Регалий
39831327
728
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|298x298px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a workshop in which he creates his own firearms and ammunition. The fact that it is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official manufacturer will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
tp8v8btebcxfx5fo3g3kpb2a8qg3p1q
729
728
2019-10-10T22:27:13Z
Регалий
39831327
729
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|298x298px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
2dgopxjtpd1oc0tqnfyfxugt0l1f0we
730
729
2019-10-10T22:28:56Z
Регалий
39831327
730
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
8fdcz6odh4ns1xv8jjpgvsw01hadlfg
731
730
2019-10-10T23:26:49Z
Регалий
39831327
Adding categories
731
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
4dw3g5c9d6ica3kzxpjbdonv96ecu51
732
731
2019-10-10T23:27:01Z
Регалий
39831327
Adding categories
732
wikitext
text/x-wiki
"'''Evil is like a tree. It's roots lie in the darkness, whilst it's leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
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733
732
2019-10-10T23:57:25Z
Регалий
39831327
733
wikitext
text/x-wiki
"'''Evil is like a tree. Its roots lie in the darkness, whilst its leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
eeu57g3cgit3hfdml3r6y58l9nvaey9
734
733
2019-10-13T22:43:27Z
Регалий
39831327
734
wikitext
text/x-wiki
"'''Evil is like a tree. Its roots lie in the darkness, whilst its leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. Much like any denizen of Absalom living in its worst district. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
i24sbusnzp126u1r3syzlknbrzprgfz
735
734
2019-10-13T22:55:18Z
Регалий
39831327
735
wikitext
text/x-wiki
"'''Evil is like a tree. Its roots lie in the darkness, whilst its leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''[[File:Clutch - The Regulator Lyrics|thumb|299x299px]]
== The Revelation ==
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. Much like any denizen of Absalom living in its worst district. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics. There is a contradiction here, for he himself is prepared to make sacrifices in order to root out evil. The difference, according to Gerhart, is that it is always a conscious choice for him, and it is always something he makes a conscious effort to avoid having to make.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
5yk7hy228j1rhpjv6n6e5cbtq085vsr
737
735
2019-10-13T23:26:07Z
Регалий
39831327
737
wikitext
text/x-wiki
"'''Evil is like a tree. Its roots lie in the darkness, whilst its leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
== The Revelation ==
[[File:Clutch Ghost|thumb|330x330px]]
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. Much like any denizen of Absalom living in its worst district. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics. There is a contradiction here, for he himself is prepared to make sacrifices in order to root out evil. The difference, according to Gerhart, is that it is always a conscious choice for him, and it is always something he makes a conscious effort to avoid having to make.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
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738
737
2019-10-13T23:26:18Z
Регалий
39831327
738
wikitext
text/x-wiki
"'''Evil is like a tree. Its roots lie in the darkness, whilst its leaves wave in the sun. For the unsuspecting, it may even have a pleasing appearance. You might cut away the branches or even cut the whole tree down, but it will merely grow again, stronger than before. Yet all the while, the roots grow thick and black, gnawing at the bitter soil, drawing its nourishment from the darkness and growing even greater and more deeply entrenched. Such is the nature of evil, and this is why it is so difficult to destroy, for it must be exterminated leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger, time and time again, until it is too great to destroy. Then, we are doomed.'''" - ''Gerhart's extremist conclusion, after properly contemplating the teachings of Iomedae.''
== The Revelation ==
[[File:Clutch Ghost|thumb|299x299px]]
{{ATCOS Character Infobox|image1 = Gerhart casual.jpg}}Demons, planar incursions, plagues, drugs, criminals... So much death and suffering. When one man lost what little he had in these cataclysmic events, enough was enough. There is a certain kind of insanity that comes over someone who has nothing left to lose, and this insanity consumed the man that is now known only as Gerhart.
Righteous anger filled him to the brim. With no regard for his life, he took what makeshift weapons he could and ventured out into the streets, seeking to doll out vengeance on those that, in his mind, elevate the wretched life in the Puddles into a living hell.
He was weak, malnourished, unskilled. Much like any denizen of Absalom living in its worst district. He stumbled through his first years of furious vigilantism with a mixture of luck, determination and perhaps even divine intervention. Wounds did not stop him, fear did not stop him and eventually he learned exactly what one needed to survive upon these cursed streets. It was then that he had discovered the spark of divine power within him, twisted as it was, for his mind was as infinitely far from the heroic paladin, as it was from the pious and dogmatical mind of a cleric. He was willing to go to far greater lengths.
Eventually, he was discovered by the Inquisition of Iomedae, finally recieving formal training. From here, only the gods know what fate awaits him.
== Noteworthy details ==
- Gerhart despises most adventurers. He is convinced, that they are a magnet of trouble, which brings only more suffering to the common, weak people of this world. He believes that most adventurers are simple gloryhounds, drunk on their beyond mortal power, neither caring who they trample upon, nor having true intentions beyond personal gain when performing their heroic antics. There is a contradiction here, for he himself is prepared to make sacrifices in order to root out evil. The difference, according to Gerhart, is that it is always a conscious choice for him, and it is always something he makes a conscious effort to avoid having to make.
- Gerhart does his utmost to remain entirely concealed. He prefers not to attract any attention to his person, nor does he seek any fame or glory for himself. He has set up an incospicuous book shop in one of the districts of Absalom, not far from the Puddle. Unbeknownst to most, the shop's underbelly actually contains a whole arsenal of weaponry. What's more, there is a whole workshop intended purely for the creation of firearms and ammunition. The fact that his ammunition and weaponry is handcrafted makes it all the more difficult to track down, should someone have a mind to, as no official gunsmith will be able to identify it as the handiwork of one of their market rivals. {{Infobox item}}
[[Category:Player Characters]]
[[Category:Characters]]
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Gianni Diaopian
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2021-01-26T21:14:16Z
AxelSee
31598748
Created page with "{{Infobox_character|image=https://cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|imagecaption=Most comfo..."
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{{Infobox_character|image=https://cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|imagecaption=Most comfortable in the garb of the lower class.|aliases=The Sickly One|affiliation=House Diaopian|marital=Single|birthDate=The Eleventh Day of Erastus|birthPlace=Almas, Andoran|species=Drow|gender=Male|height=6'1"/185 cm|weight=115 lbs/52 kg|eyes=Ruby Red|name=Gianni Diaopian}}
== Appearance ==
== History ==
== Ambitions ==
== House Diaopian ==
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{{Asteron's_Infobox|image1=https://cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|caption1=He prefers to wear the garb of the lower class|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red}}
== Appearance ==
== History ==
== Ambitions ==
== House Diaopian ==
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{{Asteron's_Infobox|image1 = cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|caption1=He prefers to wear the garb of the lower class|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red}}
== Appearance ==
== History ==
== Ambitions ==
== House Diaopian ==
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{{Asteron's_Infobox|image1 = cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|caption1=He prefers to wear the garb of the lower class|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red}}
== Appearance ==
== History ==
== Ambitions ==
== House Diaopian ==
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{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = cdn.discordapp.com/attachments/765312322368569394/803237623635247114/d9l5boy-827d6dec-e170-4f88-8eee-35acf02f2002.png|caption1=He prefers to wear the garb of the lower class}}
== '''Appearance''' ==
== '''History '''==
== '''Ambitions '''==
== '''House Diaopian''' ==
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AxelSee
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{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"</blockquote>
== '''Appearance''' ==
== '''History '''==
<br />
[[File:Gianni and Dad.jpg|thumb|Gianni training with his father as a boy.]]
== '''Ambitions '''==
== '''House Diaopian''' ==
[[Category:Characters]]
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1790
1789
2021-01-27T16:17:57Z
AxelSee
31598748
1790
wikitext
text/x-wiki
{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"My father was a good man. My brothers, not so much. Someone has to make our family look good. If they won't do it, then I'll be the one to remind the world Drow aren't all monsters. Andoran owes him that much." - Gianni to a servant before leaving home</blockquote>
== '''Appearance''' ==
Gianni, like most Drow, is a tall and slender man. His eyes are a softer shade of red than the usual crimson. He has a certain frailty to him, a lifetime spent dealing with sickness keeping his muscles relatively undeveloped for a fighter. His hair is almost shoulder length, and naturally forms waves. When he speaks, he's so soft spoken that unless people are truly paying attention to him, they're prone to miss what he says.
His preferred form of dress is the sort of tattered clothing one would expect to find on a laborer, sometimes even a beggar. He keeps what money he carries in several small pouches, so that if a pickpocket attempts to take his wealth, they'll have enough for a few good meals and comfortable lodging for a week. His twin blades are hidden inside his garments, inconspicuously held close to his chest.
== '''History '''==
[[File:Gianni and Dad.jpg|Gianni training with his father as a boy.|alt=|left|frameless]]The youngest scion of House Diaopian, the youngest son of Grymdres, Gianni was born with magic in his veins, and talent in his hands. He was also born with illness in his lungs. A stark contrast to his two older brothers, Bhorzyd and Didemra, who were the spitting image of fine health. As such, he was the most pampered by the household servants, and spent the most time with his father. He admired Grymdres deeply, copying everything he did, his manner of speech, his fighting style, and most importantly, espousing his beliefs.
This lead to him being rather disliked by his siblings, who received less attention and favor. While they were also gifted, they were drawn to the more cruel instincts of the Drow, something the family had long forbidden since they sided with Andoran during the war for independence. Ancient sins crept back into the two, much to their father's dismay. Gianni, on the other hand, was gentle to the point of impotence. He could fight just as well as they, if not better, but he always hesitated to cause harm. A trait endearing him all the more to his father, as well as the humans they employed in their mansion, but making him look even more weak and detestable to his violent older brothers.
As it is with the longer lived races, the trio grew older slowly, watching generations of humans come and go around him while he remained at home, training and studying, acquiring skills, developing talents, growing. Gianni grew vibrantly under the tender care of his father, who was a famous duelist in Andoran as well as a lifelong member of their military, proudly defending their people against Chelaxian oppression, and spreading the message of freedom and equality abroad. His brothers had joined the army as well, but only because they felt they had to, while Gianni was not allowed to participate due to his poor health, and a tad too much protectiveness. They served in the unit commanded by their father, as his lieutenants. Nepotistic, perhaps, but there were few short lived races that wanted to serve in proximity to the Drow, despite their hard earned familial reputation. For those who could not remember their decades of service, the dark skin, white hair, and intimidating eyes were too reminiscent of their more wicked brethren.
The actions of Bhorzyd and Didemra did little to improve these relations. They were harsh with their soldiers, had no qualms with torturing their enemies for information, and were rumored to do so for pleasure. They lost whatever loyalty that Grymdres had inspired. This would result in an unfortunate tragedy. According to the official reports that Gianni was allowed to read, what happened was a Chelaxian ambush while the unit lead by Grymdres was patrolling from one of the border forts, with the good captain and a large number of the soldiers listed as casualties. Although his body was never recovered, Bhorzyd and Didemra were confident they had seen him fall. Their foul influence on his soldiers made the presence of unrelated people at the funeral mediocre at best.
== '''Ambitions '''==
<br />
== '''House Diaopian''' ==
When Andoran won its freedom from Cheliax, everything changed for the better, for most of the citizens, that is. They abolished the standing aristocracy, and stripped the nobles of their titles. Most of the noble houses existing in Andoran chose to flee to Cheliax with whatever wealth they could manage to carry, especially those of the less smiled upon races, such as the Drow. House Diaopian was different. The matriarch of the family chose to remain in the newly independent Andoran, and use their centuries of wisdom and experience to help guide the nation, despite losing their inherent influence.
The generations continued on, but the family was fo
[[Category:Characters]]
854gpp3bmdgj0a6f9puntp4tloyyv03
1791
1790
2021-01-27T16:20:02Z
AxelSee
31598748
1791
wikitext
text/x-wiki
{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"My father was a good man. My brothers, not so much. Someone has to make our family look just as good. If they won't do it, then I'll be the one to remind the world Drow aren't all monsters. Andoran owes him that much." - Gianni to a servant before leaving home</blockquote>
== '''Appearance''' ==
Gianni, like most Drow, is a tall and slender man. His eyes are a softer shade of red than the usual crimson. He has a certain frailty to him, a lifetime spent dealing with sickness keeping his muscles relatively undeveloped for a fighter. His hair is almost shoulder length, and naturally forms waves. When he speaks, he's so soft spoken that unless people are truly paying attention to him, they're prone to miss what he says.
His preferred form of dress is the sort of tattered clothing one would expect to find on a laborer, sometimes even a beggar. He keeps what money he carries in several small pouches, so that if a pickpocket attempts to take his wealth, they'll have enough for a few good meals and comfortable lodging for a week. His twin blades are hidden inside his garments, inconspicuously held close to his chest.
== '''History '''==
[[File:Gianni and Dad.jpg|Gianni training with his father as a boy.|alt=|left|frameless]]The youngest scion of House Diaopian, the youngest son of Grymdres, Gianni was born with magic in his veins, and talent in his hands. He was also born with illness in his lungs. A stark contrast to his two older brothers, Bhorzyd and Didemra, who were the spitting image of fine health. As such, he was the most pampered by the household servants, and spent the most time with his father. He admired Grymdres deeply, copying everything he did, his manner of speech, his fighting style, and most importantly, espousing his beliefs.
This lead to him being rather disliked by his siblings, who received less attention and favor. While they were also gifted, they were drawn to the more cruel instincts of the Drow, something the family had long forbidden since they sided with Andoran during the war for independence. Ancient sins crept back into the two, much to their father's dismay. Gianni, on the other hand, was gentle to the point of impotence. He could fight just as well as they, if not better, but he always hesitated to cause harm. A trait endearing him all the more to his father, as well as the humans they employed in their mansion, but making him look even more weak and detestable to his violent older brothers.
As it is with the longer lived races, the trio grew older slowly, watching generations of humans come and go around him while he remained at home, training and studying, acquiring skills, developing talents, growing. Gianni grew vibrantly under the tender care of his father, who was a famous duelist in Andoran as well as a lifelong member of their military, proudly defending their people against Chelaxian oppression, and spreading the message of freedom and equality abroad. His brothers had joined the army as well, but only because they felt they had to, while Gianni was not allowed to participate due to his poor health, and a tad too much protectiveness. They served in the unit commanded by their father, as his lieutenants. Nepotistic, perhaps, but there were few short lived races that wanted to serve in proximity to the Drow, despite their hard earned familial reputation. For those who could not remember their decades of service, the dark skin, white hair, and intimidating eyes were too reminiscent of their more wicked brethren.
The actions of Bhorzyd and Didemra did little to improve these relations. They were harsh with their soldiers, had no qualms with torturing their enemies for information, and were rumored to do so for pleasure. They lost whatever loyalty that Grymdres had inspired. This would result in an unfortunate tragedy. According to the official reports that Gianni was allowed to read, what happened was a Chelaxian ambush while the unit lead by Grymdres was patrolling from one of the border forts, with the good captain and a large number of the soldiers listed as casualties. Although his body was never recovered, Bhorzyd and Didemra were confident they had seen him fall. Their foul influence on his soldiers made the presence of unrelated people at the funeral mediocre at best.
== '''Ambitions '''==
<br />
== '''House Diaopian''' ==
When Andoran won its freedom from Cheliax, everything changed for the better, for most of the citizens, that is. They abolished the standing aristocracy, and stripped the nobles of their titles. Most of the noble houses existing in Andoran chose to flee to Cheliax with whatever wealth they could manage to carry, especially those of the less smiled upon races, such as the Drow. House Diaopian was different. The matriarch of the family chose to remain in the newly independent Andoran, and use their centuries of wisdom and experience to help guide the nation, despite losing their inherent influence.
The generations continued on, but the family was fo
[[Category:Characters]]
b345rfx632fuhy9nd4qj5sltfh1p6n7
1792
1791
2021-01-27T17:21:34Z
AxelSee
31598748
1792
wikitext
text/x-wiki
{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"My father was a good man. My brothers, not so much. Someone has to make our family look just as good. If they won't do it, then I'll be the one to remind the world Drow aren't all monsters. Andoran owes him that much." - Gianni to a servant before leaving home</blockquote>
== '''Appearance''' ==
Gianni, like most Drow, is a tall and slender man. His eyes are a softer shade of red than the usual crimson. He has a certain frailty to him, a lifetime spent dealing with sickness keeping his muscles relatively undeveloped for a fighter. His hair is almost shoulder length, and naturally forms waves. When he speaks, he's so soft spoken that unless people are truly paying attention to him, they're prone to miss what he says.
His preferred form of dress is the sort of tattered clothing one would expect to find on a laborer, sometimes even a beggar. He keeps what money he carries in several small pouches, so that if a pickpocket attempts to take his wealth, they'll have enough for a few good meals and comfortable lodging for a week. His twin blades are hidden inside his garments, inconspicuously held close to his chest.
== '''History '''==
[[File:Gianni and Dad.jpg|Gianni training with his father, Grymdres, as a boy.|alt=|left|thumb]]The youngest scion of House Diaopian, the youngest son of Grymdres, Gianni was born with magic in his veins, and talent in his hands. He was also born with illness in his lungs. A stark contrast to his two older brothers, Bhorzyd and Didemra, who were the spitting image of fine health. As such, he was the most pampered by the household servants, and spent the most time with his father. He admired Grymdres deeply, copying everything he did, his manner of speech, his fighting style, and most importantly, espousing his beliefs.
This lead to him being rather disliked by his siblings, who received less attention and favor. While they were also gifted, they were drawn to the more cruel instincts of the Drow, something the family had long forbidden since they sided with Andoran during the war for independence. Ancient sins crept back into the two, much to their father's dismay. Gianni, on the other hand, was gentle to the point of impotence. He could fight just as well as they, if not better, but he always hesitated to cause harm. A trait endearing him all the more to his father, as well as the humans they employed in their mansion, but making him look even more weak and detestable to his violent older brothers.[[File:Bro 1.jpg|thumb|'''Bhorzyd'''|alt=]]As it is with the longer lived races, the trio grew older slowly, watching generations of humans come and go around him while he remained at home, training and studying, acquiring skills, developing talents, growing. Gianni grew vibrantly under the tender care of his father, who was a famous duelist in Andoran as well as a lifelong member of their military, proudly defending their people against Chelaxian oppression, and spreading the message of freedom and equality abroad. His brothers had joined the army as well, but only because they felt they had to, while Gianni was not allowed to participate due to his poor health, and a tad too much protectiveness. They served in the unit commanded by their father, as his lieutenants. Nepotistic, perhaps, but there were few short lived races that wanted to serve in proximity to the Drow, despite their hard earned familial reputation. For those who could not remember their decades of service, the dark skin, white hair, and intimidating eyes were too reminiscent of their more wicked brethren.
The actions of Bhorzyd and Didemra did little to improve these relations. They were harsh with their soldiers, had no qualms with torturing their enemies for information, and were rumored to do so for pleasure. They lost whatever loyalty that Grymdres had inspired. This would result in an unfortunate tragedy. According to the official reports that Gianni was allowed to read, what happened was a Chelaxian ambush while the unit lead by Grymdres was patrolling from one of the border forts, with the good captain and a large number of the soldiers listed as casualties. Although his body was never recovered, Bhorzyd and Didemra were confident they had seen him fall. Their foul influence on his soldiers made the presence of unrelated people at the funeral mediocre at best. The two older siblings left as soon as the ceremony ended, hardly bothering to pay their final respects. Gianni was the last one to leave the empty graveside.
[[File:Bro 2.jpg|left|thumb|'''Didemra''']]
It was then that he was approached by one of the few survivors from the unit, an Elf that had served with his father for a very long time. He told Gianni that not all was as it seemed. He hadn't seen exactly what had happened to the captain, but this was by no means the first time they had been attacked like that. It was a standard raid, and they were more than prepared to handle it. They ended up being routed because the captain gave no orders. In fact, when the vanguard of the patrol went silent for too long, the captain was nowhere to be found at all. His sons, the lieutenants, were likewise missing, up until the few soldiers who escaped the grasp of the devil worshippers banded together for their safe return towards the fort. They were largely uninjured, and both looked . . . pleased with themselves.
Being a trusting young man, Gianni gave his brothers the benefit of the doubt without hesitation, telling the man that his suspicions were unfounded, and they'd find his body for a proper funeral eventually. However, upon returning home, he discovered that the mansion had been ransacked. The servants had all either fled or been butchered, everything valuable that wasn't too heavy to be moved had been torn down and absconded with. His brothers were, once again, nowhere to be found. Even his naivete was challenged by this. He couldn't imagine this was a coincidence. He used what few resources he could collect to try and drum up some clues as to what happened, hiring investigators or pleading with the state to no avail. He was left homeless, destitute, and searching for answers. He felt that the nation of Andoran had failed them, latent racism and a general mistrust of the old blooded nobility isolating him from people that should have otherwise been performing the same search for the truth that he was.
He decided to hunt for his brothers outside of the birthplace of freedom, to employ the skills painstakingly given to him through years of his father's wise tutelage. As a Drow, he was far older than most humans in the world, yet he'd spent most of that time in the safety of his own home and the surrounding land, a proverbial cradle. While he was quite capable with a blade, and used his natural magics to great effect, he was largely ignorant of the ways of the world, and how cruel it could be. Where he always extended a hand in the aid of strangers, he found that few were willing to do that same in return. His quiet nature mixed with his heritage made him an easy scape goat when things went wrong, as well as easy to ignore whenever he asked for assistance. If it weren't for the flame that his father enkindled in his heart to pursue justice and protect others, he very easily could have fallen into a dark place that his brothers had likely leapt into with abandon.
Years of fruitless hunting across the lands later, his travels ended up taking him to Absalom. He'd heard rumors of very knowledgeable folk, and he was particularly keen to see a land filled with the many conflicting factions coexisting in an uneasy harmony. What happened once he arrived was where the true story began . . .
=='''Ambitions '''==
Gianni's ambitions were twofold. He sought to uncover the truth of his father's death, and as a part of that, ascertain the guiltiness in his brother's eyes. If he found them to be guilty, he intended to capture them, and return them to Andoran where they could be tried and executed as traitors and murderers, expunging their father's dishonor. His second objective was to find a worthy cause to join, one that would give him ample opportunity to not only live up to the spirit of sacrifice and willing servitude that his father carried with him to the end of his days, but also to achieve the change in the people that he gave his life in the process of accomplishing.
=='''House Diaopian'''==
When Andoran won its freedom from Cheliax, everything changed for the better, for most of the citizens, that is. They abolished the standing aristocracy, and stripped the nobles of their titles. Most of the noble houses existing in Andoran chose to flee to Cheliax with whatever wealth they could manage to carry, especially those of the less smiled upon races, such as the Drow. House Diaopian was different. The matriarch of the family chose to remain in the newly independent Andoran, and use their centuries of wisdom and experience to help guide the nation, despite losing their inherent influence.
The generations continued on, but the family was forced to the fringes of society due to the prejudice formed against them during the time of imperial rule. The hatred and mistrust was not unfounded, and it was the policy of House Diaopian to turn the other cheek. Over time, they believed that the others would see the evidence of their redemption, and come to accept them. The regular acts of terrorism and nightmarish cruelty perpetrated by the Drow of Cheliax made this effort almost futile. Their family home was built in the far reaches of Almas already, and it was avoided by the majority of the population for fear that the family were secretly Chelaxian sympathizers or spies.
Given their betrayal of Cheliax, and their reputation as humble do-gooders, the Drow of Cheliax went out of their way to antagonize and attack the errant House. They'd regularly set traps for them, forcing them to either suffer great indignity, or lash out at what would appear to be innocents in front of their neighbors. It was like living in a minefield made entirely of public opinion. If they stood up for themselves, they'd become the villains they sought to bring down, but if they allowed the constant abuse, they would become less and less like people, and more like strawmen used as target practice. An unenviable position to be in.
Yet, the family did not falter. They took their losses in stride, some more easily than others, the majority of their members going on to be public servants or faithful soldiers. Like most of elvenkind, they did not often have offspring, which was offset by the fact that they could live several times longer than most of their constituents. In the face of racism, spite, and ignorant fear, they held true to their ideals, all of the way to the most recent generation, where the first cracks in this ironclad family lineage formed, and then shattered into darkness, leaving only one piece still hanging on by a thread in the form of the young master Gianni.
[[Category:Characters]]
r333mffg7oij756vpaffm2o426d4g3p
1793
1792
2021-01-27T17:22:05Z
AxelSee
31598748
1793
wikitext
text/x-wiki
{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"My father was a good man. My brothers, not so much. Someone has to make our family look just as good. If they won't do it, then I'll be the one to remind the world Drow aren't all monsters. Andoran owes him that much." - Gianni to a servant before leaving home</blockquote>
== '''Appearance''' ==
Gianni, like most Drow, is a tall and slender man. His eyes are a softer shade of red than the usual crimson. He has a certain frailty to him, a lifetime spent dealing with sickness keeping his muscles relatively undeveloped for a fighter. His hair is almost shoulder length, and naturally forms waves. When he speaks, he's so soft spoken that unless people are truly paying attention to him, they're prone to miss what he says.
His preferred form of dress is the sort of tattered clothing one would expect to find on a laborer, sometimes even a beggar. He keeps what money he carries in several small pouches, so that if a pickpocket attempts to take his wealth, they'll have enough for a few good meals and comfortable lodging for a week. His twin blades are hidden inside his garments, inconspicuously held close to his chest.
== '''History '''==
[[File:Gianni and Dad.jpg|Gianni training with his father, Grymdres, as a boy.|alt=|left|thumb]]The youngest scion of House Diaopian, the youngest son of Grymdres, Gianni was born with magic in his veins, and talent in his hands. He was also born with illness in his lungs. A stark contrast to his two older brothers, Bhorzyd and Didemra, who were the spitting image of fine health. As such, he was the most pampered by the household servants, and spent the most time with his father. He admired Grymdres deeply, copying everything he did, his manner of speech, his fighting style, and most importantly, espousing his beliefs.
This lead to him being rather disliked by his siblings, who received less attention and favor. While they were also gifted, they were drawn to the more cruel instincts of the Drow, something the family had long forbidden since they sided with Andoran during the war for independence. Ancient sins crept back into the two, much to their father's dismay. Gianni, on the other hand, was gentle to the point of impotence. He could fight just as well as they, if not better, but he always hesitated to cause harm. A trait endearing him all the more to his father, as well as the humans they employed in their mansion, but making him look even more weak and detestable to his violent older brothers.[[File:Bro 1.jpg|thumb|'''Bhorzyd'''|alt=]]As it is with the longer lived races, the trio grew older slowly, watching generations of humans come and go around him while he remained at home, training and studying, acquiring skills, developing talents, growing. Gianni grew vibrantly under the tender care of his father, who was a famous duelist in Andoran as well as a lifelong member of their military, proudly defending their people against Chelaxian oppression, and spreading the message of freedom and equality abroad. His brothers had joined the army as well, but only because they felt they had to, while Gianni was not allowed to participate due to his poor health, and a tad too much protectiveness. They served in the unit commanded by their father, as his lieutenants. Nepotistic, perhaps, but there were few short lived races that wanted to serve in proximity to the Drow, despite their hard earned familial reputation. For those who could not remember their decades of service, the dark skin, white hair, and intimidating eyes were too reminiscent of their more wicked brethren.[[File:Bro 2.jpg|left|thumb|'''Didemra''']]The actions of Bhorzyd and Didemra did little to improve these relations. They were harsh with their soldiers, had no qualms with torturing their enemies for information, and were rumored to do so for pleasure. They lost whatever loyalty that Grymdres had inspired. This would result in an unfortunate tragedy. According to the official reports that Gianni was allowed to read, what happened was a Chelaxian ambush while the unit lead by Grymdres was patrolling from one of the border forts, with the good captain and a large number of the soldiers listed as casualties. Although his body was never recovered, Bhorzyd and Didemra were confident they had seen him fall. Their foul influence on his soldiers made the presence of unrelated people at the funeral mediocre at best. The two older siblings left as soon as the ceremony ended, hardly bothering to pay their final respects. Gianni was the last one to leave the empty graveside.
It was then that he was approached by one of the few survivors from the unit, an Elf that had served with his father for a very long time. He told Gianni that not all was as it seemed. He hadn't seen exactly what had happened to the captain, but this was by no means the first time they had been attacked like that. It was a standard raid, and they were more than prepared to handle it. They ended up being routed because the captain gave no orders. In fact, when the vanguard of the patrol went silent for too long, the captain was nowhere to be found at all. His sons, the lieutenants, were likewise missing, up until the few soldiers who escaped the grasp of the devil worshippers banded together for their safe return towards the fort. They were largely uninjured, and both looked . . . pleased with themselves.
Being a trusting young man, Gianni gave his brothers the benefit of the doubt without hesitation, telling the man that his suspicions were unfounded, and they'd find his body for a proper funeral eventually. However, upon returning home, he discovered that the mansion had been ransacked. The servants had all either fled or been butchered, everything valuable that wasn't too heavy to be moved had been torn down and absconded with. His brothers were, once again, nowhere to be found. Even his naivete was challenged by this. He couldn't imagine this was a coincidence. He used what few resources he could collect to try and drum up some clues as to what happened, hiring investigators or pleading with the state to no avail. He was left homeless, destitute, and searching for answers. He felt that the nation of Andoran had failed them, latent racism and a general mistrust of the old blooded nobility isolating him from people that should have otherwise been performing the same search for the truth that he was.
He decided to hunt for his brothers outside of the birthplace of freedom, to employ the skills painstakingly given to him through years of his father's wise tutelage. As a Drow, he was far older than most humans in the world, yet he'd spent most of that time in the safety of his own home and the surrounding land, a proverbial cradle. While he was quite capable with a blade, and used his natural magics to great effect, he was largely ignorant of the ways of the world, and how cruel it could be. Where he always extended a hand in the aid of strangers, he found that few were willing to do that same in return. His quiet nature mixed with his heritage made him an easy scape goat when things went wrong, as well as easy to ignore whenever he asked for assistance. If it weren't for the flame that his father enkindled in his heart to pursue justice and protect others, he very easily could have fallen into a dark place that his brothers had likely leapt into with abandon.
Years of fruitless hunting across the lands later, his travels ended up taking him to Absalom. He'd heard rumors of very knowledgeable folk, and he was particularly keen to see a land filled with the many conflicting factions coexisting in an uneasy harmony. What happened once he arrived was where the true story began . . .
=='''Ambitions '''==
Gianni's ambitions were twofold. He sought to uncover the truth of his father's death, and as a part of that, ascertain the guiltiness in his brother's eyes. If he found them to be guilty, he intended to capture them, and return them to Andoran where they could be tried and executed as traitors and murderers, expunging their father's dishonor. His second objective was to find a worthy cause to join, one that would give him ample opportunity to not only live up to the spirit of sacrifice and willing servitude that his father carried with him to the end of his days, but also to achieve the change in the people that he gave his life in the process of accomplishing.
=='''House Diaopian'''==
When Andoran won its freedom from Cheliax, everything changed for the better, for most of the citizens, that is. They abolished the standing aristocracy, and stripped the nobles of their titles. Most of the noble houses existing in Andoran chose to flee to Cheliax with whatever wealth they could manage to carry, especially those of the less smiled upon races, such as the Drow. House Diaopian was different. The matriarch of the family chose to remain in the newly independent Andoran, and use their centuries of wisdom and experience to help guide the nation, despite losing their inherent influence.
The generations continued on, but the family was forced to the fringes of society due to the prejudice formed against them during the time of imperial rule. The hatred and mistrust was not unfounded, and it was the policy of House Diaopian to turn the other cheek. Over time, they believed that the others would see the evidence of their redemption, and come to accept them. The regular acts of terrorism and nightmarish cruelty perpetrated by the Drow of Cheliax made this effort almost futile. Their family home was built in the far reaches of Almas already, and it was avoided by the majority of the population for fear that the family were secretly Chelaxian sympathizers or spies.
Given their betrayal of Cheliax, and their reputation as humble do-gooders, the Drow of Cheliax went out of their way to antagonize and attack the errant House. They'd regularly set traps for them, forcing them to either suffer great indignity, or lash out at what would appear to be innocents in front of their neighbors. It was like living in a minefield made entirely of public opinion. If they stood up for themselves, they'd become the villains they sought to bring down, but if they allowed the constant abuse, they would become less and less like people, and more like strawmen used as target practice. An unenviable position to be in.
Yet, the family did not falter. They took their losses in stride, some more easily than others, the majority of their members going on to be public servants or faithful soldiers. Like most of elvenkind, they did not often have offspring, which was offset by the fact that they could live several times longer than most of their constituents. In the face of racism, spite, and ignorant fear, they held true to their ideals, all of the way to the most recent generation, where the first cracks in this ironclad family lineage formed, and then shattered into darkness, leaving only one piece still hanging on by a thread in the form of the young master Gianni.
[[Category:Characters]]
7w56bqlwq6d0vhw29oudcv9kx6pdr9w
1794
1793
2021-01-27T17:23:26Z
AxelSee
31598748
1794
wikitext
text/x-wiki
{{Asteron's_Infobox|played_by=AxelSee|full_name=Gianni Dezerran Diaopian|aliases=The Sickly One|birthday=The Eleventh of Erastus|alignment=Lawful Neutral|class=Martial Wardmage Mageknight/Phantom Thief Mountebank|deity=N/A|affiliations=House Diaopian, Noble|occupation=Bodyguard|race=Drow|gender=Male|age=120|height=6'1"/186 cm|weight=115 lbs/52 kg|hair_color=Snow White|eye_color=Ruby Red|image1 = PFP.png|caption1=He prefers to wear the garb of the lower class}}<blockquote>"My father was a good man. My brothers, not so much. Someone has to redeem our family name. If they are unfit, then I'll be the one to remind the world that Drow aren't all monsters. I owe the man that much." - Gianni to a surviving servant before leaving home</blockquote>
== '''Appearance''' ==
Gianni, like most Drow, is a tall and slender man. His eyes are a softer shade of red than the usual crimson. He has a certain frailty to him, a lifetime spent dealing with sickness keeping his muscles relatively undeveloped for a fighter. His hair is almost shoulder length, and naturally forms waves. When he speaks, he's so soft spoken that unless people are truly paying attention to him, they're prone to miss what he says.
His preferred form of dress is the sort of tattered clothing one would expect to find on a laborer, sometimes even a beggar. He keeps what money he carries in several small pouches, so that if a pickpocket attempts to take his wealth, they'll have enough for a few good meals and comfortable lodging for a week. His twin blades are hidden inside his garments, inconspicuously held close to his chest.
== '''History '''==
[[File:Gianni and Dad.jpg|Gianni training with his father, Grymdres, as a boy.|alt=|left|thumb]]The youngest scion of House Diaopian, the youngest son of Grymdres, Gianni was born with magic in his veins, and talent in his hands. He was also born with illness in his lungs. A stark contrast to his two older brothers, Bhorzyd and Didemra, who were the spitting image of fine health. As such, he was the most pampered by the household servants, and spent the most time with his father. He admired Grymdres deeply, copying everything he did, his manner of speech, his fighting style, and most importantly, espousing his beliefs.
This lead to him being rather disliked by his siblings, who received less attention and favor. While they were also gifted, they were drawn to the more cruel instincts of the Drow, something the family had long forbidden since they sided with Andoran during the war for independence. Ancient sins crept back into the two, much to their father's dismay. Gianni, on the other hand, was gentle to the point of impotence. He could fight just as well as they, if not better, but he always hesitated to cause harm. A trait endearing him all the more to his father, as well as the humans they employed in their mansion, but making him look even more weak and detestable to his violent older brothers.[[File:Bro 1.jpg|thumb|'''Bhorzyd'''|alt=]]As it is with the longer lived races, the trio grew older slowly, watching generations of humans come and go around him while he remained at home, training and studying, acquiring skills, developing talents, growing. Gianni grew vibrantly under the tender care of his father, who was a famous duelist in Andoran as well as a lifelong member of their military, proudly defending their people against Chelaxian oppression, and spreading the message of freedom and equality abroad. His brothers had joined the army as well, but only because they felt they had to, while Gianni was not allowed to participate due to his poor health, and a tad too much protectiveness. They served in the unit commanded by their father, as his lieutenants. Nepotistic, perhaps, but there were few short lived races that wanted to serve in proximity to the Drow, despite their hard earned familial reputation. For those who could not remember their decades of service, the dark skin, white hair, and intimidating eyes were too reminiscent of their more wicked brethren.[[File:Bro 2.jpg|left|thumb|'''Didemra''']]The actions of Bhorzyd and Didemra did little to improve these relations. They were harsh with their soldiers, had no qualms with torturing their enemies for information, and were rumored to do so for pleasure. They lost whatever loyalty that Grymdres had inspired. This would result in an unfortunate tragedy. According to the official reports that Gianni was allowed to read, what happened was a Chelaxian ambush while the unit lead by Grymdres was patrolling from one of the border forts, with the good captain and a large number of the soldiers listed as casualties. Although his body was never recovered, Bhorzyd and Didemra were confident they had seen him fall. Their foul influence on his soldiers made the presence of unrelated people at the funeral mediocre at best. The two older siblings left as soon as the ceremony ended, hardly bothering to pay their final respects. Gianni was the last one to leave the empty graveside.
It was then that he was approached by one of the few survivors from the unit, an Elf that had served with his father for a very long time. He told Gianni that not all was as it seemed. He hadn't seen exactly what had happened to the captain, but this was by no means the first time they had been attacked like that. It was a standard raid, and they were more than prepared to handle it. They ended up being routed because the captain gave no orders. In fact, when the vanguard of the patrol went silent for too long, the captain was nowhere to be found at all. His sons, the lieutenants, were likewise missing, up until the few soldiers who escaped the grasp of the devil worshippers banded together for their safe return towards the fort. They were largely uninjured, and both looked . . . pleased with themselves.
Being a trusting young man, Gianni gave his brothers the benefit of the doubt without hesitation, telling the man that his suspicions were unfounded, and they'd find his body for a proper funeral eventually. However, upon returning home, he discovered that the mansion had been ransacked. The servants had all either fled or been butchered, everything valuable that wasn't too heavy to be moved had been torn down and absconded with. His brothers were, once again, nowhere to be found. Even his naivete was challenged by this. He couldn't imagine this was a coincidence. He used what few resources he could collect to try and drum up some clues as to what happened, hiring investigators or pleading with the state to no avail. He was left homeless, destitute, and searching for answers. He felt that the nation of Andoran had failed them, latent racism and a general mistrust of the old blooded nobility isolating him from people that should have otherwise been performing the same search for the truth that he was.
He decided to hunt for his brothers outside of the birthplace of freedom, to employ the skills painstakingly given to him through years of his father's wise tutelage. As a Drow, he was far older than most humans in the world, yet he'd spent most of that time in the safety of his own home and the surrounding land, a proverbial cradle. While he was quite capable with a blade, and used his natural magics to great effect, he was largely ignorant of the ways of the world, and how cruel it could be. Where he always extended a hand in the aid of strangers, he found that few were willing to do that same in return. His quiet nature mixed with his heritage made him an easy scape goat when things went wrong, as well as easy to ignore whenever he asked for assistance. If it weren't for the flame that his father enkindled in his heart to pursue justice and protect others, he very easily could have fallen into a dark place that his brothers had likely leapt into with abandon.
Years of fruitless hunting across the lands later, his travels ended up taking him to Absalom. He'd heard rumors of very knowledgeable folk, and he was particularly keen to see a land filled with the many conflicting factions coexisting in an uneasy harmony. What happened once he arrived was where the true story began . . .
=='''Ambitions '''==
Gianni's ambitions were twofold. He sought to uncover the truth of his father's death, and as a part of that, ascertain the guiltiness in his brother's eyes. If he found them to be guilty, he intended to capture them, and return them to Andoran where they could be tried and executed as traitors and murderers, expunging their father's dishonor. His second objective was to find a worthy cause to join, one that would give him ample opportunity to not only live up to the spirit of sacrifice and willing servitude that his father carried with him to the end of his days, but also to achieve the change in the people that he gave his life in the process of accomplishing.
=='''House Diaopian'''==
When Andoran won its freedom from Cheliax, everything changed for the better, for most of the citizens, that is. They abolished the standing aristocracy, and stripped the nobles of their titles. Most of the noble houses existing in Andoran chose to flee to Cheliax with whatever wealth they could manage to carry, especially those of the less smiled upon races, such as the Drow. House Diaopian was different. The matriarch of the family chose to remain in the newly independent Andoran, and use their centuries of wisdom and experience to help guide the nation, despite losing their inherent influence.
The generations continued on, but the family was forced to the fringes of society due to the prejudice formed against them during the time of imperial rule. The hatred and mistrust was not unfounded, and it was the policy of House Diaopian to turn the other cheek. Over time, they believed that the others would see the evidence of their redemption, and come to accept them. The regular acts of terrorism and nightmarish cruelty perpetrated by the Drow of Cheliax made this effort almost futile. Their family home was built in the far reaches of Almas already, and it was avoided by the majority of the population for fear that the family were secretly Chelaxian sympathizers or spies.
Given their betrayal of Cheliax, and their reputation as humble do-gooders, the Drow of Cheliax went out of their way to antagonize and attack the errant House. They'd regularly set traps for them, forcing them to either suffer great indignity, or lash out at what would appear to be innocents in front of their neighbors. It was like living in a minefield made entirely of public opinion. If they stood up for themselves, they'd become the villains they sought to bring down, but if they allowed the constant abuse, they would become less and less like people, and more like strawmen used as target practice. An unenviable position to be in.
Yet, the family did not falter. They took their losses in stride, some more easily than others, the majority of their members going on to be public servants or faithful soldiers. Like most of elvenkind, they did not often have offspring, which was offset by the fact that they could live several times longer than most of their constituents. In the face of racism, spite, and ignorant fear, they held true to their ideals, all of the way to the most recent generation, where the first cracks in this ironclad family lineage formed, and then shattered into darkness, leaving only one piece still hanging on by a thread in the form of the young master Gianni.
[[Category:Characters]]
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Gil
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Created page with "[[File:Proto archer.png|thumb|481x481px]] == G.I.L. == Gil is a male human"
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[[File:Proto archer.png|thumb|481x481px]]
== G.I.L. ==
Gil is a male human
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/* G.I.L. */
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[[File:Proto archer.png|thumb|481x481px]]
== G.I.L. ==
Gil is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly Gil wears golden "armor"but on occasion wears a black and white outfit.
=== Personality ===
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solom person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them.
Work in progress
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210|eyes = Red}}
== G.I.L. ==
GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
=== Personality ===
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solom person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
Work in progress
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== G.IL ==
[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Red}}'''Description'''
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL<gallery>
</gallery>
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G.I.L[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Red}}'''Description'''
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Red}}'''Description'''
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. <gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
I in no way own these images they belong to type-moon<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
I in no way own these images they belong to type-moon<gallery>
</gallery>
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[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
iiwmaceulz2mu45djcbug41zyvxcm88
779
778
2019-11-02T08:50:43Z
Nexusbeaudoin
44124778
779
wikitext
text/x-wiki
[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the irorium.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
ival493nyh3ocdq1rmv3ca42tze9kl6
780
779
2019-11-02T08:54:38Z
Nexusbeaudoin
44124778
780
wikitext
text/x-wiki
[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a Pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the Irorium.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He met echo at a bar with the other two above. He thinks she would be fun at parts but not someone he would trust.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
gvp90ow9brkxlw4vpppz3w3yxh7959w
813
780
2019-11-21T05:12:45Z
Nexusbeaudoin
44124778
813
wikitext
text/x-wiki
[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the Irorium.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He has a friendly (if slightly unconventional) friendship with the two foot short cat lady. He generally likes her and is willing to work with her on some... less than legal things.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
3gb8v6rppdt9b6broztwxyojor4a0c0
814
813
2019-11-21T05:16:13Z
Nexusbeaudoin
44124778
814
wikitext
text/x-wiki
[[File:Proto archer.png|thumb|481x481px]]{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Description''' ==
<nowiki> </nowiki>GIL is a pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor"but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the Irorium.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with word that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very Solem person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.
== Relationships ==
* Azeriah: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when thing start going wrong. https://absalom-the-city-of-secrets.fandom.com/wiki/Azeriah_of_the_Three_Rings
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is adorable little ball of sunshine. When talking to her he found that she can manifest arms of light which interests him.
* Echo: He has a friendly (if slightly unconventional) friendship with the two foot short cat lady. He generally likes her and is willing to work with her on some... less than legal things.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
hz0kjzhv5tx2ckrj7uwav9x6606ygno
817
814
2019-11-21T05:25:46Z
Pandasecret1
27144081
Cleaned up image, grammar
817
wikitext
text/x-wiki
== '''Description''' ==
<nowiki> </nowiki>GIL is a pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor", but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the Irorium.{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with words that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very solemn person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping ,he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.s
== Relationships ==
* [[Azeriah of the Three Rings|Azeriah]]: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when things start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is an adorable little ball of sunshine. When talking to her he found that she can manifest arms of light, which interests him.
* Echo: He has a friendly (if slightly unconventional) friendship with the two foot short cat lady. He generally likes her and is willing to work with her on some... less than legal things.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
nhpfraykd4oj3vxqngcv9kek7qyezpi
818
817
2019-11-21T05:26:42Z
Pandasecret1
27144081
re-aligned infobox
818
wikitext
text/x-wiki
== '''Description''' ==
{{Infobox_character|name = G.I.L|image = Proto archer.jpg|imagecaption = GIL in his fighting outfit|aliases = GIL
G■■■■■. I■■. L■■■■|affiliation = Absalom
Irorium|marital = Single|species = Human|gender = Male|height = 6'1"|weight = 210 lbs|eyes = Wine Red|relatives = Alistair (Father)
Morgan (Mother)
M■■■■■(Elder brother)
Lila (Younger Sister)|birthDate = 4696 AR|birthPlace = S■■■■■■}}<nowiki> </nowiki>GIL is a pale male human of 23 years old. He is 6'1" and has golden hair and red eyes. Mainly GIL wears golden "armor", but on occasion wears a black and white outfit.
He is a very flirty individual who enjoys parts and good flavored drinks as opposed to strong drinks. He also enjoys fighting in the Irorium.
== '''Personality''' ==
GIL is a very charismatic person both on and off the battlefield. He has a way with words that can both help him and hinder him. One of the first things that people notice with his personality is dependent on their gender. If they are male then he is a gregarious party animal however when not partying he is very solemn person. If they are female then he will be one of if not the biggest flirts in the room and will try to sweet talk them into going out with him.
If he finds people he likes he will encounter them more then once. That means he tends to avoid people he finds boring. However to those he likes he will go out of his way to find and talk to them. He tends to not open up about himself around those he dislikes.
== '''Background''' ==
GIL comes from a large town that has a bad reputation. It's not a reputation of crime but simply a bad reputation.
Growing up GIL was embarrassed by his homes poor reputation. Even though the people didn't care about it he did. Gil learned to fight from his father Alaster who was a hunter for the town. He looked up to his father during his childhood however due to a certain argument he had with him their relationship was damaged to a state were before him moving out was similar to being a stranger in his own home.
GIL's only solace where his siblings. He adores his brother and sister both to the bottom of his heart. After the Argument with his father he was separated from his siblings by his father. His mother was nonexistent in this due to her own problems.
After he and his father had the Argument he decided to move out to the outskirts of town where he found a few friends that he thought he could trust. After a few months he started to notice a few things that didn't add up. Small things like things going missing or shifting when his friends came around to visit. After some snooping ,he found out that they were stealing from him and spying for his father to make sure he remained quiet on a few thing.s
== Relationships ==
* [[Azeriah of the Three Rings|Azeriah]]: Gil met Ace in a bar when he entered town as has been friends with her ever since. He considers her as someone who he wants in his corner when things start going wrong.
* Julie: Gil met Julie at the same time and place as Ace. He thinks she is an adorable little ball of sunshine. When talking to her he found that she can manifest arms of light, which interests him.
* Echo: He has a friendly (if slightly unconventional) friendship with the two foot short cat lady. He generally likes her and is willing to work with her on some... less than legal things.
== Notes ==
I in no way claim these images as my property as they belong to type-moon.
<gallery>
</gallery>
e9zw31zcgl9fpqc6dszkrbzosvxv45y
Giladar Synclaide
0
377
743
2019-10-17T22:16:11Z
Регалий
39831327
Created page with "[[File:Featherheart - Zenji|thumb|right|335 px]] [[File:Giladar,_Eldritch.png|thumb|330px]] Write the first paragraph of your page here. ==Section heading== Write the first..."
743
wikitext
text/x-wiki
[[File:Featherheart - Zenji|thumb|right|335 px]] [[File:Giladar,_Eldritch.png|thumb|330px]]
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
5gh2tqudwlj2rj8vla1wl2mnsf1uv9r
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2019-11-10T15:05:47Z
Регалий
39831327
783
wikitext
text/x-wiki
[[File:Heavy Metal Moonlight Sonata|thumb|330x330px]]
[[File:Giladar,_Eldritch.png|thumb|330px]]
Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
ajmzwrfisa83y1eay0r8mavdr9nfjbu
820
783
2019-11-26T21:40:07Z
Регалий
39831327
820
wikitext
text/x-wiki
[[File:Heavy Metal Moonlight Sonata|thumb|330x330px]]Write the first paragraph of your page here.
==Section heading==
Write the first section of your page here.
==Section heading==
Write the second section of your page here.
[[File:Giladar, Ascended.jpg|thumb|396x396px]]
g7wjejh21vu0axz8vqxhhg6nbihju3a
822
820
2019-11-27T14:09:53Z
Регалий
39831327
822
wikitext
text/x-wiki
==<nowiki/>==
[[File:CLANN - Caves|thumb|223x223px]]
[[File:Giladar, Ascended.jpg|thumb|396x396px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
WIP
30wefn2wj5l61nkz1pi355kwelr2ux1
829
822
2019-11-27T17:30:18Z
Регалий
39831327
829
wikitext
text/x-wiki
==<nowiki/>==
[[File:CLANN - Caves|thumb|223x223px]]
[[File:Giladar, Ascended.jpg|thumb|396x396px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened the path to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
b5ra0djt0ck0c2zlc74vn6anmhp4xqy
830
829
2019-11-27T17:30:57Z
Регалий
39831327
830
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|223x223px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened the path to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
pbtb9cwbkh8qj753jhnz5qga1xfv8as
831
830
2019-11-27T17:32:42Z
Регалий
39831327
831
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|218x218px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened the path to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
rq3qt7cgf2n2qmgywbo3jx9c7d6bibu
832
831
2019-11-27T17:32:55Z
Регалий
39831327
Adding categories
832
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|218x218px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened the path to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
[[Category:Player Characters]]
pwrs1mrg7lc5jwx88vamjklmewrmyya
833
832
2019-11-27T17:38:13Z
Регалий
39831327
833
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|218x218px]]Sometimes when an individual becomes involved with higher powere, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened a path across time to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
[[Category:Player Characters]]
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834
833
2019-11-27T17:56:42Z
Регалий
39831327
834
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|218x218px]]Sometimes when an individual becomes involved with higher power, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond his comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened a path across time to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
[[Category:Player Characters]]
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835
834
2019-11-28T20:45:30Z
Регалий
39831327
835
wikitext
text/x-wiki
==<nowiki/>==
[[File:Giladar, Ascended.jpg|thumb|396x396px]][[File:CLANN - Caves|thumb|218x218px]]Sometimes when an individual becomes involved with higher power, they cede control over their own fate. They become a mere puppet, doing the will of beings beyond their comprehension in an evelasting, eternal game of cosmic chess.
In truth, behind any heroic story lies the interference of one god or another, one outsider or another, one being or another. Heroes are often viewed as the centre of their own story, but they are merely a small chapter in a book, which is written by others.
When an individual becomes involved with this Providence across many lives, across many existences... well, any small measure of freedom he may have becomes no more than an illusion. Perhaps even a wilful lie they tell themselves in order to prevent their fragile mortal sanity from grasping the greater picture.
Giladar was one such. A pawn to be taken without a second thought, and then returned back onto the table, reborn into another body, another mind, stripped of any memories he had, left with only his immortal soul. In the game of gods, this pawn now fell into the hands of unknowable cosmic horrors, and they warped him to their own ends, as many others had done before them.
Struck down at the hands of a hero, his fate seemed to be reborn as a horrible aberration, in the service of the eldritch beings living between the stars, and yet through some intervention, it seems he was reborn yet again in a humanoid body. Perhaps in the service of yet another god, his fate written before him to become their servant.
It is a unique circumstance then, that his past self became something that denied conventional reality. Somehow, this monstrous version of his soul reached through time, through even death, in order to stain his new, clean slate with it's warping influence. This "window" opened a path across time to the lives and memories of his many past selves, creating a true paradox.
Perhaps his chance to sever the ties of fate and free himself has arrived, or perhaps he is simply dancing to yet another invisible tune, a piece to be moved on the board.
[[Category:Player Characters]]
ctfhujh7yuxz2m6e8meluq3f5ahw5ly
Gobbit Lashtongue
0
437
882
2020-01-24T16:51:31Z
SubspacePB
44921967
Found the right place to add him in
882
wikitext
text/x-wiki
== Gobbit Lashtongue ==
Gobbit Lashtongue is a Grippli hunter, With ruby-flecked crimson eyes that protrude out from the top of his strangely flat head. Typically, he wears a tunic on his torso and tightly bound wraps over his limbs. His actual clothing is all a bluish-black to mimic the late-night sky's color. He carries several miscellaneous pieces of equipment around with him at all times, but his mainstay are the 30 wooden stakes that are looped into a black leather bandolier he wears at all times.
1/20/2020
Gobbit Lashtongue first arrives in Absalom, his unmistakable guise being quite conspicuous. After roaming the town for some time, fumbling through conversation without speaking, he managed to be directed to the Irrorium, where he showcased Grippli Martial Arts. His fighting style was a quite distinctive form that relied on using an opponent's size against them. Leaping atop them to impale them with stakes, should the initial strike not end their lives he continues by disabling them slowly, and finally delivering a killing blow when they cannot strike back. Though he fell unconscious later on, he did make quite a showing of that fighting style. He would have, perhaps, been overshadowed by the samurai's performance in the ring if it were not for the novelty of his species and grisly combat style.
jz1htr3mq13oyhmtass7n0803kqvxaz
883
882
2020-01-24T16:51:46Z
SubspacePB
44921967
Adding categories
883
wikitext
text/x-wiki
== Gobbit Lashtongue ==
Gobbit Lashtongue is a Grippli hunter, With ruby-flecked crimson eyes that protrude out from the top of his strangely flat head. Typically, he wears a tunic on his torso and tightly bound wraps over his limbs. His actual clothing is all a bluish-black to mimic the late-night sky's color. He carries several miscellaneous pieces of equipment around with him at all times, but his mainstay are the 30 wooden stakes that are looped into a black leather bandolier he wears at all times.
1/20/2020
Gobbit Lashtongue first arrives in Absalom, his unmistakable guise being quite conspicuous. After roaming the town for some time, fumbling through conversation without speaking, he managed to be directed to the Irrorium, where he showcased Grippli Martial Arts. His fighting style was a quite distinctive form that relied on using an opponent's size against them. Leaping atop them to impale them with stakes, should the initial strike not end their lives he continues by disabling them slowly, and finally delivering a killing blow when they cannot strike back. Though he fell unconscious later on, he did make quite a showing of that fighting style. He would have, perhaps, been overshadowed by the samurai's performance in the ring if it were not for the novelty of his species and grisly combat style.
[[Category:Player Characters]]
fu8jwmx2ond1vhz9n46kpbfrgkbyisi
884
883
2020-01-24T16:51:57Z
SubspacePB
44921967
Adding categories
884
wikitext
text/x-wiki
== Gobbit Lashtongue ==
Gobbit Lashtongue is a Grippli hunter, With ruby-flecked crimson eyes that protrude out from the top of his strangely flat head. Typically, he wears a tunic on his torso and tightly bound wraps over his limbs. His actual clothing is all a bluish-black to mimic the late-night sky's color. He carries several miscellaneous pieces of equipment around with him at all times, but his mainstay are the 30 wooden stakes that are looped into a black leather bandolier he wears at all times.
1/20/2020
Gobbit Lashtongue first arrives in Absalom, his unmistakable guise being quite conspicuous. After roaming the town for some time, fumbling through conversation without speaking, he managed to be directed to the Irrorium, where he showcased Grippli Martial Arts. His fighting style was a quite distinctive form that relied on using an opponent's size against them. Leaping atop them to impale them with stakes, should the initial strike not end their lives he continues by disabling them slowly, and finally delivering a killing blow when they cannot strike back. Though he fell unconscious later on, he did make quite a showing of that fighting style. He would have, perhaps, been overshadowed by the samurai's performance in the ring if it were not for the novelty of his species and grisly combat style.
[[Category:Player Characters]]
[[Category:Characters]]
4ca3inkk1e3b2ijsb6x915272hzo91g
Gregor
0
838
1749
2020-11-13T03:08:02Z
Mortum1Falcatae
47393320
Created page with " <nowiki>{{infobox character | name = Gregor | image = | imagecaption = | playedby = Mortum | alignment = LN | birthDate = Unknown, but hi..."
1749
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Gregor
| image =
| imagecaption =
| playedby = Mortum
| alignment = LN
| birthDate = Unknown, but his age is 25
| race = Human
| gender = Male
| height = 5'
| weight = 211 lbs
| eyes = Brown
}}</nowiki>
== Appearance ==
Gregor is a hunched back man who is 5 feet. His arms are over large and hover 6 inches above the ground when relaxed while standing, they also serve has his witchmark for those who have studied spell craft. His hands are equally large allowing him to cup almost his whole head in one. His face is deformed making him not very attractive. With the combination of that and his odd speech patterns, most people find him generally off putting if not monstrous. Oddly enough despite all the near death experiences he's had, his face hasn't gained any scars. His hair and eyes are a boring brown.
== Background/Story so far ==
To start with Gregor's history we have to start with his mother. A girl who had he freedom and name taken from her when she accidentally signed herself away to a life of prostitution. Unluckily for her it would last long as soon after one of her clients infected her with a magical blood disease. This man of the occult would disappear as soon as he appeared effectively avoiding paying the organization to heal her. When the normal doctors couldn't do anything about it and declared she would be dead in less then 5 years they kicked her out and left her for dead. Out of all this bad news she would find some good news as soon after arriving in a small town looking for any hope of a cure she found she was pregnant. While not wanting her around, due to her disease that had some visual effects on her, the villagers of the time couldn't just abandon the 15 year old mother so they gave her a small home a good 200 feet away from the next closest building that sit in the woods. It would in that house Gregor would be born and live a good majority of his life.
After Gregor was born he and his mother continued to live a hard life. Finding work was hard for her as few of the villagers wanted to associate with her as the disease continued to warp her flesh. She would even starve herself to make sure Gregor was fed. She personally taught Gregor and learned how to read, write, and do basic math. But by the time Gregor reached the age of 10 his mother could no longer walk as the bones and muscles in her legs finally failed her. Gregor had never been accepted much by the villages as they believed he had the same disease his mother did, although he showed no signs of deforming more then he had been at birth, but after his mother became bedridden and Gregor had to work that fear increased even more. Fortunately Gregor was not so easily broken. No amount of beating, yelling, or being avoided wouldn't stop him from earning a living.
Just 2 years later something strange would happen and at their doorstep Gregor and his mother would find a young boy by the name of Eos. With glowing eyes and the ability to speak to spirits, who could tell him of the future, the town was quick to send the young runaway to the house with the other outcasts. It wasn't longer before Eos had become a member of the family and a calm headed anchor Gregor could cling to when things got heated. It was Eos introducing the concept of magic to Gregor that lead him to realize what he could do in the first place. However, the harder part was applying it. After learning his magic was rather weak he took it upon himself to learn how to fight and combine fighting and magic.
As Gregor reached 20 years of age his mother's condition only worsened. She was now completely mistakable for an aberration. No longer resembling a human and on the verge of death, she still pretended to be strong even when the two of them could see she was weak. It was at this time one of Gregor's most treasured possessions would be created, a drawing of the family with his mother being drawn as the artist believed she would if she had been cured years ago. One night she finally cracked and cried out in pain and sorrow. Gregor spent the whole night with her and by the morning the cries had stopped and she was dead. A rumor spread that Gregor had broken himself and delivered a mercy killing but only Gregor and Eos would know the truth behind that.
After they buried their mother Eos began to chase his dreams of becoming bigger then small town they lived in, much to Gregor's dismay. Gregor did not have much time to dream and didn't like the idea of moving to a city but Eos was convincing and had a plan so Gregor bought books and got ready for this several day trip they would take. It would take 5 more years before that dream would become a reality and the two of them would move to Absalom.
However not everything goes to plan as the 2 of them returned to their hometown to clean up their mother's grave they would find it dug up with the spirits telling them that something had left the grave first. They followed the drag marks of the coffin and found it went to the home of the towns owner, Thuldrin Kreed. After regrouping and gaining a new ally in Rookwood they would wage a 1 minute war as Rookwood raided the manor and Gregor set the walls and building on fire, they would leave with more question then answers as they now had a 8 year old vampire in tow.
After a return to the city Gregor would find that Eos had a terrible vision where Gregor died and had left to fix it, leaving Gregor disheartened but still on the war path to figure out what was going on. After some research and a journal left behind by Eos they realized they had left prematurely as the answers they where after where in the Darkmoon Vale. They traveled back and with the vampire as their guide they found a apple tree grove Gregor would often visit when he was young completely rotten and decayed. As if to add to his confusion he follows the vampire to a village straight out of a story book. Soon after they found the source of their problems, the Unseelie known as Feargan the creator of 'perfect' vampirism.
While their conversation was long and Gregor didn't do much talking he found out several things. His father had become a feral vampire and was cursed to forever from the Darkmoon Vale. More sadly he found out his father's experiment had works and the blood of his mother had become a twisted plant like axe, aptly named 'The Axe of the Nameless Woman'. After parting with Rookwood and the vampire, as they would stay with Feargan, he avoided the town and headed back to the city a little unsure of what to do.
== Goals ==
With the mystery of his past largely solved Gregor has two main goals at the moment; figure how to stop himself from turning into a vampire and either figure out how he would die to avoid it or get strong enough that would ever tried to kill him couldn't.
fnkbr8yxfq9p5maesv5t01jfqoyudmo
Grey
0
722
1488
2020-08-02T18:49:39Z
Wuffgruffle
39847899
Made the page
1488
wikitext
text/x-wiki
== Grey ==
{{Asteron's_Infobox|title1 = Grey|image1 = Human-786-1.jpg|caption1 = "It will be done, you have my guarantee."|played_by = Wuffgruffle|full_name = Amalia Duponte|titles = Maiden of Deception|class = Coiled Blade Fighter / Sanguine Angel // Eldritch Scion Magus|deity = N/A|affiliations = Maiden of the Lady's Light|occupation = Sellsword|race = Human|gender = Female|age = 29|height = 5'10"|weight = 148lb|hair_color = Blonde|eye_color = Lavender}}
== Backstory ==
Grey was once a Korvosan Noblewoman blessed with sorcerous blood, married, and expecting a child. Her husband was caught in a political witchhunt, and wrongly sentenced for Treason. The Gray Maidens carried out their duties, destroying his house, and erasing all memory of them from Korvosa. Grey herself was stripped of her name entirely, and taken to the Gray Maidens for indoctrination.
Their treatments were particularly harsh for the gifted noblewoman who seemed to have it all. The intent was to create a blindly loyal puppet of status, that could infiltrate noble circles and spy for the organization, but in going to far with their mental reconditioning, they broke the woman's mind instead.
The organization was shattered due to gross incompetence on behalf of the leader, and their members were scattered across Korvosa. Grey lost sight of her companions during a chase by a post-revolutionary Korvosan chapter of the Order of the Blue Rose, and her subsequent aimless wandering eventually brought her to a ship set for Absalom.
== Personality & Appearance ==
Grey suffers from permanent psychosis. She is fearful, often confused, and latches onto kindness as one might expect from a lost dog. She follows orders according to a code, though such a code has long since been lost to the forefront of her thoughts. Though it has long since been lost to history, speaking her original name is enough to instantly pacify her. (Amalia Duponte)
Much unlike her ilk, the woman known as 'Grey' seemingly retains her original beauty, unmarred by the scarring rituals of the Gray Maidens. She has long blonde hair, naturally lavender-colored eyes, and flawless skin so far as the eye can see, though that of course is what she chooses to expose. Her armor is permanently glamered to that of a revealing leather outfit, complete with frilled skirt and armored boots.
== The Story Thus Far ==
* '''The Heaven's Dominator: '''
** A powerful wizard had enslaved several good-aligned outsiders to his will, even going so far as to pluck a temple from the heavens with the aims of sacrificing them all in order to summon several demonic entities to the Material Plane. Several scouts had been slaughtered outside of Absalom, and so adventurers were called in to end the charade and put a stop to whatever had been causing the nightmare to unfold. The team included [https://absalom-the-city-of-secrets.fandom.com/wiki/Dezba_Bidziil Debza] the Skinwalker, Primrose the Hellhound, [https://absalom-the-city-of-secrets.fandom.com/wiki/Talon Talon] the Shadow Warrior, and Grey. After subduing and dispatching several of the outsiders, the party made their way to the center chamber of the temple where a well-executed pincer maneuver put a quick end to the wizard's terrible machinations.
7i5cut5i7eg6h5mtu9oqe455pkp1xor
1489
1488
2020-08-02T18:50:26Z
Wuffgruffle
39847899
/* Grey */
1489
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Grey|image1 = Human-786-1.jpg|caption1 = "It will be done, you have my guarantee."|played_by = Wuffgruffle|full_name = Amalia Duponte|titles = Maiden of Deception|class = Coiled Blade Fighter / Sanguine Angel // Eldritch Scion Magus|deity = N/A|affiliations = Maiden of the Lady's Light|occupation = Sellsword|race = Human|gender = Female|age = 29|height = 5'10"|weight = 148lb|hair_color = Blonde|eye_color = Lavender}}
== Backstory ==
Grey was once a Korvosan Noblewoman blessed with sorcerous blood, married, and expecting a child. Her husband was caught in a political witchhunt, and wrongly sentenced for Treason. The Gray Maidens carried out their duties, destroying his house, and erasing all memory of them from Korvosa. Grey herself was stripped of her name entirely, and taken to the Gray Maidens for indoctrination.
Their treatments were particularly harsh for the gifted noblewoman who seemed to have it all. The intent was to create a blindly loyal puppet of status, that could infiltrate noble circles and spy for the organization, but in going to far with their mental reconditioning, they broke the woman's mind instead.
The organization was shattered due to gross incompetence on behalf of the leader, and their members were scattered across Korvosa. Grey lost sight of her companions during a chase by a post-revolutionary Korvosan chapter of the Order of the Blue Rose, and her subsequent aimless wandering eventually brought her to a ship set for Absalom.
== Personality & Appearance ==
Grey suffers from permanent psychosis. She is fearful, often confused, and latches onto kindness as one might expect from a lost dog. She follows orders according to a code, though such a code has long since been lost to the forefront of her thoughts. Though it has long since been lost to history, speaking her original name is enough to instantly pacify her. (Amalia Duponte)
Much unlike her ilk, the woman known as 'Grey' seemingly retains her original beauty, unmarred by the scarring rituals of the Gray Maidens. She has long blonde hair, naturally lavender-colored eyes, and flawless skin so far as the eye can see, though that of course is what she chooses to expose. Her armor is permanently glamered to that of a revealing leather outfit, complete with frilled skirt and armored boots.
== The Story Thus Far ==
* '''The Heaven's Dominator: '''
** A powerful wizard had enslaved several good-aligned outsiders to his will, even going so far as to pluck a temple from the heavens with the aims of sacrificing them all in order to summon several demonic entities to the Material Plane. Several scouts had been slaughtered outside of Absalom, and so adventurers were called in to end the charade and put a stop to whatever had been causing the nightmare to unfold. The team included [https://absalom-the-city-of-secrets.fandom.com/wiki/Dezba_Bidziil Debza] the Skinwalker, Primrose the Hellhound, [https://absalom-the-city-of-secrets.fandom.com/wiki/Talon Talon] the Shadow Warrior, and Grey. After subduing and dispatching several of the outsiders, the party made their way to the center chamber of the temple where a well-executed pincer maneuver put a quick end to the wizard's terrible machinations.
lgzqi66g0ly7kwypxhhfwh52a3t8trh
1510
1489
2020-08-16T02:32:39Z
Wuffgruffle
39847899
Adding categories
1510
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Grey|image1 = Human-786-1.jpg|caption1 = "It will be done, you have my guarantee."|played_by = Wuffgruffle|full_name = Amalia Duponte|titles = Maiden of Deception|class = Coiled Blade Fighter / Sanguine Angel // Eldritch Scion Magus|deity = N/A|affiliations = Maiden of the Lady's Light|occupation = Sellsword|race = Human|gender = Female|age = 29|height = 5'10"|weight = 148lb|hair_color = Blonde|eye_color = Lavender}}
== Backstory ==
Grey was once a Korvosan Noblewoman blessed with sorcerous blood, married, and expecting a child. Her husband was caught in a political witchhunt, and wrongly sentenced for Treason. The Gray Maidens carried out their duties, destroying his house, and erasing all memory of them from Korvosa. Grey herself was stripped of her name entirely, and taken to the Gray Maidens for indoctrination.
Their treatments were particularly harsh for the gifted noblewoman who seemed to have it all. The intent was to create a blindly loyal puppet of status, that could infiltrate noble circles and spy for the organization, but in going to far with their mental reconditioning, they broke the woman's mind instead.
The organization was shattered due to gross incompetence on behalf of the leader, and their members were scattered across Korvosa. Grey lost sight of her companions during a chase by a post-revolutionary Korvosan chapter of the Order of the Blue Rose, and her subsequent aimless wandering eventually brought her to a ship set for Absalom.
== Personality & Appearance ==
Grey suffers from permanent psychosis. She is fearful, often confused, and latches onto kindness as one might expect from a lost dog. She follows orders according to a code, though such a code has long since been lost to the forefront of her thoughts. Though it has long since been lost to history, speaking her original name is enough to instantly pacify her. (Amalia Duponte)
Much unlike her ilk, the woman known as 'Grey' seemingly retains her original beauty, unmarred by the scarring rituals of the Gray Maidens. She has long blonde hair, naturally lavender-colored eyes, and flawless skin so far as the eye can see, though that of course is what she chooses to expose. Her armor is permanently glamered to that of a revealing leather outfit, complete with frilled skirt and armored boots.
== The Story Thus Far ==
* '''The Heaven's Dominator: '''
** A powerful wizard had enslaved several good-aligned outsiders to his will, even going so far as to pluck a temple from the heavens with the aims of sacrificing them all in order to summon several demonic entities to the Material Plane. Several scouts had been slaughtered outside of Absalom, and so adventurers were called in to end the charade and put a stop to whatever had been causing the nightmare to unfold. The team included [https://absalom-the-city-of-secrets.fandom.com/wiki/Dezba_Bidziil Debza] the Skinwalker, Primrose the Hellhound, [https://absalom-the-city-of-secrets.fandom.com/wiki/Talon Talon] the Shadow Warrior, and Grey. After subduing and dispatching several of the outsiders, the party made their way to the center chamber of the temple where a well-executed pincer maneuver put a quick end to the wizard's terrible machinations.
[[Category:Characters]]
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2020-08-21T04:27:43Z
Wuffgruffle
39847899
/* The Story Thus Far */
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{{Asteron's_Infobox|title1 = Grey|image1 = Human-786-1.jpg|caption1 = "It will be done, you have my guarantee."|played_by = Wuffgruffle|full_name = Amalia Duponte|titles = Maiden of Deception|class = Coiled Blade Fighter / Sanguine Angel // Eldritch Scion Magus|deity = N/A|affiliations = Maiden of the Lady's Light|occupation = Sellsword|race = Human|gender = Female|age = 29|height = 5'10"|weight = 148lb|hair_color = Blonde|eye_color = Lavender}}
== Backstory ==
Grey was once a Korvosan Noblewoman blessed with sorcerous blood, married, and expecting a child. Her husband was caught in a political witchhunt, and wrongly sentenced for Treason. The Gray Maidens carried out their duties, destroying his house, and erasing all memory of them from Korvosa. Grey herself was stripped of her name entirely, and taken to the Gray Maidens for indoctrination.
Their treatments were particularly harsh for the gifted noblewoman who seemed to have it all. The intent was to create a blindly loyal puppet of status, that could infiltrate noble circles and spy for the organization, but in going to far with their mental reconditioning, they broke the woman's mind instead.
The organization was shattered due to gross incompetence on behalf of the leader, and their members were scattered across Korvosa. Grey lost sight of her companions during a chase by a post-revolutionary Korvosan chapter of the Order of the Blue Rose, and her subsequent aimless wandering eventually brought her to a ship set for Absalom.
== Personality & Appearance ==
Grey suffers from permanent psychosis. She is fearful, often confused, and latches onto kindness as one might expect from a lost dog. She follows orders according to a code, though such a code has long since been lost to the forefront of her thoughts. Though it has long since been lost to history, speaking her original name is enough to instantly pacify her. (Amalia Duponte)
Much unlike her ilk, the woman known as 'Grey' seemingly retains her original beauty, unmarred by the scarring rituals of the Gray Maidens. She has long blonde hair, naturally lavender-colored eyes, and flawless skin so far as the eye can see, though that of course is what she chooses to expose. Her armor is permanently glamered to that of a revealing leather outfit, complete with frilled skirt and armored boots.
== The Story Thus Far ==
* '''The Heaven's Dominator: '''
** A powerful wizard had enslaved several good-aligned outsiders to his will, even going so far as to pluck a temple from the heavens with the aims of sacrificing them all in order to summon several demonic entities to the Material Plane. Several scouts had been slaughtered outside of Absalom, and so adventurers were called in to end the charade and put a stop to whatever had been causing the nightmare to unfold. The team included [https://absalom-the-city-of-secrets.fandom.com/wiki/Dezba_Bidziil Debza] the Skinwalker, Primrose the Hellhound, [https://absalom-the-city-of-secrets.fandom.com/wiki/Talon Talon] the Shadow Warrior, and Grey. After subduing and dispatching several of the outsiders, the party made their way to the center chamber of the temple where a well-executed pincer maneuver put a quick end to the wizard's terrible machinations.
* '''One-Armed Bandit King'''
** Grey and another, a woman going by "Brunhilde", are called to a newly-opened gambling hall known to be operated by agents of the Bloody Barbers, to investigate the goings-on and dealing with any particularly unsavory revelations. After some sleuthing and gambling, the pair notice something odd about the oversized Slot Machine in the back of the shop, and the owner of the hall slowly begins evacuating the other guests. As Brunhilde tries to place a fake coin within the machine, it roars to life with blood and hellfire oiling its wicked gears! The pair manage to defeat the fell machine, and free the bartender from the contract placed upon his soul.
[[Category:Characters]]
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Helia Baihu
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FrightKnight0
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Created page with "{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = 2c72d806cbcf00c08a81849c7354bedc.png|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = ..."
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{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = 2c72d806cbcf00c08a81849c7354bedc.png|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
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Adding categories
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{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = 2c72d806cbcf00c08a81849c7354bedc.png|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = 2c72d806cbcf00c08a81849c7354bedc.png|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
== Interpersonal Relationships ==
=== Allies: ===
None, yet. She needs some of these.
=== Enemies: ===
Kaya Baihu: Helia's mother, and a witch of some power and influence. As far as Helia knows, the woman's halfway across the world, and that suits her just fine.
The Rakshasa: She never learned the name of the thing that savaged her soul for 16 years, but it's still out there, and Helia has nightmares about it coming back to finish its meal.[[Category:Player Characters]]
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2020-04-17T03:50:23Z
FrightKnight0
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{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = HeliaBaihu.jpg|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
== Interpersonal Relationships ==
=== Allies: ===
None, yet. She needs some of these.
=== Enemies: ===
Kaya Baihu: Helia's mother, and a witch of some power and influence. As far as Helia knows, the woman's halfway across the world, and that suits her just fine.
The Rakshasa: She never learned the name of the thing that savaged her soul for 16 years, but it's still out there, and Helia has nightmares about it coming back to finish its meal.[[Category:Player Characters]]
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FrightKnight0
5414153
/* Allies: */
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{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = HeliaBaihu.jpg|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
== Interpersonal Relationships ==
=== Allies: ===
Morgan Dekyuper: He's a wizened adventurer with whom she gets on well, and runs a very nice bar.
=== Enemies: ===
Kaya Baihu: Helia's mother, and a witch of some power and influence. As far as Helia knows, the woman's halfway across the world, and that suits her just fine.
The Rakshasa: She never learned the name of the thing that savaged her soul for 16 years, but it's still out there, and Helia has nightmares about it coming back to finish its meal.[[Category:Player Characters]]
8jdbi0k3uw8oyslji0nqu95q1f0esgq
1145
1144
2020-04-20T02:31:53Z
FrightKnight0
5414153
Added some history.
1145
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Helia Baihu|image1 = HeliaBaihu.jpg|gender = Female|race = Human (Ulfen/Tian)|class = Bloodrager//Striker|alignment = LG|deity = Kurgess|age = 19|height = 5'0"|weight = 101lbs|hair = Red|eyes = Luminescent Red}}
== Appearance ==
Helia Baihu is a tiny woman, taking more after her Tian mother's figure than her Ulfen heritage. Her hair is a ruddy red color, darker than Varisian red, the auburn color typical of some of the Ulfen tribes, and her eyes are crimson and luminescent with sorcerous energy. She dresses light, with whatever outfit she can throw together to preserve her modesty, and travels just as light, with only a pack and a satchel no matter how far her travels take her. Despite her tiny frame, she's incredibly strong, and can tap into her magic to make herself even stronger for brief instances of time; when she does, the glow from her eyes intensifies, and flickers of telekinetic force lash out at the environment around her, damaged magic leaking from her body like water from a sieve.
== Personality ==
Thanks to her arcane malady, Helia has a bit of an unstable personality, one she tries her hardest to keep in check. She's extremely strict on herself, holding herself to high standards of behavior, though she isn't a normal, law-abiding, civilized individual. Having spent most of her life being tortured and the rest on the run, Helia takes an odd view of personal property, and food in particular. She's a thief by necessity, albeit not an indiscriminate one. She sees nothing wrong with taking food, as, in her mind, if someone needs to eat, nobody has any business stopping them. With any other form of property, she takes only what she needs, and only from people who she believes can spare it; her thievery as a whole would probably die off if she had any other way to provide for herself.
When she gets upset, she has a tendency to lose control of her emotions; yelling at the top of her lungs isn't uncommon when someone's managed to irritate her. In a fight, it becomes an even more pronounced shift in attitude; far from her normal, quiet attitude, on the battlefield Helia Baihu is a raging beast similar in comportment to the tiger her family name evokes. She throws herself at whatever creature has earned her wrath with reckless abandon, pummeling it with magically-enhanced fists until it stops whatever it was doing that set her off.
== History ==
Helia Baihu is the daughter of Hedran Wolfstooth, an Ulfen shaman, and Kaya Baihu, a Tian witch. Her parents were not the kindest of people, only bringing her into the world as part of a deal with a particularly twisted Rakshasa. In exchange for more power, they let the creature feed on the child's soul. For most of Helia's life, the monthly visits from the nameless ''thing ''were something she dreaded; with two powerful magicians for parents, Helia had quite the impressive potential for sorcery, but all that availed her was a lifetime of having her spirit fed upon by a strange creature from another world.
She wishes she could say she fought her way free of the Rakshasa and escaped with her own strength and wits, but escape was hardly something she could contemplate for most of her life. The feedings only stopped when Hedran attempted his lifelong goal of hunting a Linnorm to earn the title of Linnorm King. The power he'd bargained for, trained with, and cultivated for 16 years availed him nothing, and he died in the belly of a dragon. Kaya, mad with rage at the seeming betrayal, banished the Rakshasa the next time it appeared, and it has not shown itself since.
This did not mark a sudden upturn in her parenting skills, however, and over the next few months Helia would occasionally overhear her mother summoning devils, attempting to bargain for the return of her husband in exchange for Helia herself. The offers changed with each thing the woman called; her heart, her magic, her life in servitude. Always something of Helia's, never Kaya's. After a few months of not being fed upon, Helia's magic began to lash out in her anger, and it was during one of these fits of sorcerous fury that she managed to escape, smashing through the window and surviving the sixty foot drop into the canyon below, her broken bones slowly mending over a couple of days instead of a couple of weeks.
From there, Helia just started walking away from her home. South to Kalsgard, first, and then, when she heard word of her mother looking for her, further onward to the Grungir Forest. From there to Jol, where she stole a map of the Inner Sea from a merchant, then across the hostile lands of Varisia to Riddleport. Riddleport served as a home for a time, until the Sczarni marked her as an unaffiliated thief and everyone started making her life harder. She stowed away on a ship to Magnimar, then another to Kintargo, where she passed two whole years of her life living in the slums. She fled the city along with several others when Barzillai Thrune took over the city, surviving on her own in the Whisperwood until she came to Senara, where she worked for passage on a trader ship to Absalom.
Freshly arrived in the city, Helia hopes only to find her footing and carve out a life for herself here in Absalom, half a world away from the Land of the Linnorm Kings and her mother.
=== <u>Ten Years Later</u> ===
Helia was not among the group of adventurers who vanished into stasis in the wake of Rovagug's assault on the city. Instead, she spent that time training, honing her body and skills into a more durable instrument. Precision wasn't really in the cards for her, given the nature of her power. Her adventuring career has really hit its stride recently, though. She's seen Dragonhawks and Moon Beasts in the same week, and even claimed a fallen feather from the first and, oddly, a saxophone from the second. She, Morgan, and other allies even cleared out a dilapidated in the Coins district that was infested with vampiric mimics, which she calls Baihu Manor now, and is remodeling to suit her desires, reveling in truly having a space of her own.
== Interpersonal Relationships ==
=== Allies: ===
Morgan Dekyuper: He's a wizened adventurer with whom she gets on well, and runs a very nice bar.
=== Enemies: ===
Kaya Baihu: Helia's mother, and a witch of some power and influence. As far as Helia knows, the woman's halfway across the world, and that suits her just fine.
The Rakshasa: She never learned the name of the thing that savaged her soul for 16 years, but it's still out there, and Helia has nightmares about it coming back to finish its meal.[[Category:Player Characters]]
rhi9p5qzu00hfgn9ko2qjs0af9i5gsz
House Alnarasqie
0
816
1682
2020-10-13T00:47:14Z
Slicer9876
25236499
Slicer9876 moved page [[House Alnarasqie]] to [[Lady Imara of House Alnarasqie]]
1682
wikitext
text/x-wiki
#REDIRECT [[Lady Imara of House Alnarasqie]]
i9okyo0rc5wxvgbl0cdoo4y8hacj0s9
House Thelaris
0
618
1268
2020-05-31T04:50:46Z
Myrforestria
45954463
Created information on the House Thelaris
1268
wikitext
text/x-wiki
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
maisg53ik8jz6599w24eo13bzkd7vca
1269
1268
2020-05-31T04:59:18Z
Myrforestria
45954463
1269
wikitext
text/x-wiki
== House Thelaris ==
<nowiki>{{infobox character
| name = House Thelaris
| image = Thelarisbottle.jpg
| imagecaption = "Even a Bulette would balk..."
}}</nowiki>
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
s81jp39j0u4ljl9otphd9colqi8elvv
1270
1269
2020-05-31T05:00:16Z
Myrforestria
45954463
1270
wikitext
text/x-wiki
== House Thelaris ==
<nowiki>{{infobox character
| name = House Thelaris
| image = Thelarisbottle.jpg
| imagecaption = "Even a Bulette would balk..."
}}</nowiki>
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
74odb6u3xqd5qrzs1jey5uusi9gwgjp
1271
1270
2020-05-31T05:00:26Z
Myrforestria
45954463
1271
wikitext
text/x-wiki
== House Thelaris ==
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
t6vgmbjjnbzgt24if5lwzkphzpktygl
1273
1271
2020-05-31T05:01:28Z
Myrforestria
45954463
added picture
1273
wikitext
text/x-wiki
== House Thelaris ==
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well
[[File:Green-poison-bottle-vector-21160136.jpg|thumb|251x251px]]
known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
30aw0udvvpzghrc41teqtdcyq6288mp
1275
1273
2020-05-31T05:06:21Z
Myrforestria
45954463
cropped picture
1275
wikitext
text/x-wiki
== House Thelaris ==
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well
[[File:Unknown-1.png|thumb|231x231px]]
known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, Melissa Thelaris- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
3yvure8if9wz3n30p6wwj9auigw76og
1281
1275
2020-05-31T05:24:44Z
Myrforestria
45954463
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text/x-wiki
== House Thelaris ==
House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well
[[File:Unknown-1.png|thumb|231x231px]]
known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, [https://absalom-the-city-of-secrets.fandom.com/wiki/Melissa_Thelaris Melissa Thelaris]- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
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1324
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2020-05-31T19:19:08Z
Myrforestria
45954463
Added pictures of Heraldry and Melissa
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== House Thelaris ==
{{Infobox_location|title = House Thelaris|image = New herald.png|imagecaption = House Thelaris Heraldry|type = Noble House|location = Absalom (Formerly Cheliax)}}House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well
known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, [https://absalom-the-city-of-secrets.fandom.com/wiki/Melissa_Thelaris Melissa Thelaris]- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a coffee and Tea distribution chain, using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
[[File:Old herald.png|thumb|127x127px|Original heraldry]]
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
[[File:Melissa.jpg|thumb|312x312px|Melissa Thelaris]]
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
qd8v6f4xlyinlqrge7ax1n1wuqno9el
1342
1324
2020-05-31T20:30:15Z
Myrforestria
45954463
linked Thelaris Coffee Company
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text/x-wiki
== House Thelaris ==
{{Infobox_location|title = House Thelaris|image = New herald.png|imagecaption = House Thelaris Heraldry|type = Noble House|location = Absalom (Formerly Cheliax)}}House Thelaris is a family of Drow nobility hailing from Cheliax. Primarily dealing in achemy, they were well
known for their potent poisons, often advertised to be strong enough that "even a bullette would balk." While this is far from the case, their poisons were by far some of the strongest in the lands, competing with many of the greatest poison makers throughout history, but not innately superior to them. Their boasts were not groundless, however, and importantly due to ready access to supplies and talent in extractions, they were capable of extracting and creating these poisons with incredible alacrity, mass-producing them at an alarming rate, making them a prime producer for many assassin families throughout Golarion.
Within the past ten years, however, the family entered many hardships, before eventually being nearly overtaken. The new head of the family, [https://absalom-the-city-of-secrets.fandom.com/wiki/Melissa_Thelaris Melissa Thelaris]- a young half-blood between a Drow and a Wood Elf- has moved to Absalom with the interest in using the family's alchemical genius for better purposes, and dimming the horrific reputation the household held. She receives much disdain for the household's dark past, but due to her typically gentle nature and nurturing exterior, she has been making much headway in cleaning the reputation up. Nowadays, Thelaris is the face of a [https://absalom-the-city-of-secrets.fandom.com/wiki/Thelaris_Coffee_Company coffee and Tea distribution chain], using significantly more humane tactics to grow and distribute their product, and opening coffee houses to distribute them. The creations of poisons have been all but banned within the family by Melissa after her parents died, however given the family's previous engagements, most people are hesitant at best to believe that this is a true turn from their dark past.
== Slavery and Success ==
[[File:Old herald.png|thumb|127x127px|Original heraldry]]
Akin to many drow, one of the major reasons behind the successes of the old Thelaris household was their use of slave labor, genetic manipulation, and cutthroat business tactics. While it is unknown how many slaves the Thelaris household put to use in the cultivation and importation of their poisons, the numbers were high. Slaves that did their work poorly were often used to test the poisons by the master alchemists of the household, theory crafting new mixtures and their potency- being brought to the edge of death, and brought back again. As a result of this, there are many people- especially in places such as Andoran- where their family name is reviled: Even the mention of Thelaris is despised.
Use of fleshwarping is often both a part of their work with slaves, and a part of their business tactics. Often, after taking out competition in the field, house Thelaris would get to work finding better uses for their old competition, either as poison crafters using their previous talents for the family, or as guards and labor. Regardless, the household would take over the opponents' places of work almost entirely, destroying what they could not use. A key component for the family was that they would grow by taking all that was good about those they beat, and twist them to their own nefarious ends.
== Fall from Grace ==
Ardenia Thelaris- once a strong leader- began making backdoor deals and selling out the family at various turns for personal profit. She indulged in many vices, and gradually the power of the family began to wane. Other companies began taking out their manufacturing groups, and destroyed them from both inside and out. Eventually, with all remaining drow children who were working in these facilities dieing off, on her deathbed Ardenia was forced to name Melissa the new matriarch of the household. The disgraced noble, having been chased off at a young age due to her moral compunctions from spending large amounts of time working outside of the family and sneaking off, had been living in Absalom at the time. With her rise as matriarch, she began dismantling what remained of the poison empire, and regrowing it into what it is today.
This lead to a splintering of the household. Many did not agree with the changes Melissa made, and pulled away, either joining up with other poisoners in Golarion- primarily continuing to work in their origin of Cheliax- or rallying under her other remaining sibling, a male drow named Marklax. The power he wielded, being a male drow and as such not as well respected, however, was minimal, and it became clear that the Thelaris household was out of the poison industry for good.
== New Beginnings ==
[[File:Melissa.jpg|thumb|312x312px|Melissa Thelaris]]
With their new head in Absalom, the Thelaris company began working on coffees and teas, improving the effectiveness and marketing their own brand of coffee- Thelaris Coffee, a brand of coffee grown and raised to be one of the most powerful coffees in the world. With this, and the ready selling of more popular brands of coffee, shipping Mwangi Jungle Style and Kahve, the family started to grow in popularity in the merchant and trade business. While she didn't prove to be as personable as many of her drow ancestors, and sometimes struggled during business meets, Melissa proved to be highly intelligent, setting up better trade routes and making the business flourish.
Now, with distributors in many countries, and a particularly flourishing trade in Katapesh where Coffee is an essential part of society, the company is beginning to regrow their roots. Constant research and development is put into creating more and more luxurious, potent, and healthy coffee with the intention of eventually developing a cup of coffee so potent, so rich, "even a bullette would balk."
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Hyo Frostwind
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1GGGamer
48455901
Created blank page
1872
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phoiac9h4m842xq45sp7s6u21eteeq1
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1GGGamer
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{{Infobox_character|name = Hyo Frostwind|image = Hyo_Frostwind.jpg|relatives = Beinir Frostwind (Father)
Kori Frostwind (Mother)
Fuyu Frostwind (1st Younger Sister)
Thyre Frostwind (2nd Younger Sister)
Luta Frostind (3rd Younger Sister)|affiliation = Frostwind Family|species = Aasimar (Musetouched)|gender = Male|height = 6'3"|weight = |imagecaption = |eyes=Golden|birthDate=Sarenith 11th|birthPlace=Ullerskad}}
==='''Appearance'''===
A young man with silver hair and wearing a suit, Hyo is never seen without his dual blades (Wakizashi), and is sometimes also seen with a pair of Greatswords on his back. Though he doesnt seem to have the raw muscle to use such weapons. In terms of defenses, some small, crystalline shards or specks float around him, forming into barriers to block blows when he would be struck, in the cases when his deft dodging wouldn't protect him. His suit is always well-kept, and he never leaves home without a certain family heirloom: a sapphire with streaks of white in it, as if it were caught in a snowstorm.
<br />
==='''History'''===
In Ullerskad, as it is in all of the Lands of the Linnorm Kings, Might makes Right, which quickly showed Hyo how bad the world could be. From a young age, Hyo was well aware of what the world was like in the harsh lands of his upbringing, leading him quickly down the route of training for martial combat. He trained himself into a strong warrior, but he was unsatisfied, and decided to train not just his body, but his mind as well.
His family lost track of him for a year, assuming him dead after the first month and mourning for him, only for him to eventually return. When he did, he did so in a flourish, as he walked up to a 'Noble', who was known to be a horrible person, and took off one of the man's limbs. After his return, and after a few similar results due to self-defense, the Frostwind family was much more well known around the city, and everyone knew not to mess with them, or "you'll be frozen solid in the middle of your home", as quite a few more horrible people had found themselves victims of similar fates.
Eventually, once Hyo knew his family would be much more well-protected, even with him not there, he set off to gain more experience, heading for Absalom, known as a hub of adventure and monsters. He set off to improve himself as much as he could, with only one goal in mind: become a Linnorm King, to protect his family. For now, this was a far off dream, but with a bit of gold, and a lot of training, it couldn't be too far off...
<br />
==='''Personality'''===
Gentle and kind, he cares about his friends and family very much. He often buys gifts for others just to make them happy and to see them smile. During adventures, he is stoic and steadfast, taking up a position on the front lines, weapons ready and energy surging from his body. He is always happy to go for a walk around town, or hunt in the nearby areas.
<br />
==='''Family History'''===
The Frostwind family was a small noble family for the longest time, nobody really important, other than the first head being a strong warrior, as is tradition in the Land of the Linnorm Kings. Nobody else really had any great abilities or powers, or any legends from other family members. They kept their standing via hiring outside help, which sometimes backfired, once resulting in one of Hyo's sisters getting hurt. Hyo had proceeded to make sure the man regretted it, then found the people who hired them and dealt with their family too. The day after his sister was hurt, the opposing Noble's house was found to be completely encased in ice. Hyo and his ancestor are the only experienced combatants in the family as of date.
4m09n25pfdmskljbhfqytzp0lg1nh9j
1884
1874
2021-04-21T04:33:38Z
1GGGamer
48455901
/* Appearance */
1884
wikitext
text/x-wiki
{{Infobox_character|name = Hyo Frostwind|image = Hyo_Frostwind.jpg|relatives = Beinir Frostwind (Father)
Kori Frostwind (Mother)
Fuyu Frostwind (1st Younger Sister)
Thyre Frostwind (2nd Younger Sister)
Luta Frostind (3rd Younger Sister)|affiliation = Frostwind Family|species = Aasimar (Musetouched)|gender = Male|height = 6'3"|weight = |imagecaption = |eyes=Golden|birthDate=Sarenith 11th|birthPlace=Ullerskad}}
==='''Appearance'''===
A young man with silver hair and wearing a suit, Hyo is never seen without his dual blades (Wakizashi), and is sometimes also seen with a pair of Greatswords on his back. Though he doesnt seem to have the raw muscle to use such weapons. In terms of defenses, some small, crystalline shards or specks float around him, forming into barriers to block blows when he would be struck, in the cases when his deft dodging wouldn't protect him. His suit is always well-kept, and he never leaves home without a certain family heirloom: a sapphire with streaks of white in it, as if there were a snowstorm caught inside of the gemstone.
<br />
==='''History'''===
In Ullerskad, as it is in all of the Lands of the Linnorm Kings, Might makes Right, which quickly showed Hyo how bad the world could be. From a young age, Hyo was well aware of what the world was like in the harsh lands of his upbringing, leading him quickly down the route of training for martial combat. He trained himself into a strong warrior, but he was unsatisfied, and decided to train not just his body, but his mind as well.
His family lost track of him for a year, assuming him dead after the first month and mourning for him, only for him to eventually return. When he did, he did so in a flourish, as he walked up to a 'Noble', who was known to be a horrible person, and took off one of the man's limbs. After his return, and after a few similar results due to self-defense, the Frostwind family was much more well known around the city, and everyone knew not to mess with them, or "you'll be frozen solid in the middle of your home", as quite a few more horrible people had found themselves victims of similar fates.
Eventually, once Hyo knew his family would be much more well-protected, even with him not there, he set off to gain more experience, heading for Absalom, known as a hub of adventure and monsters. He set off to improve himself as much as he could, with only one goal in mind: become a Linnorm King, to protect his family. For now, this was a far off dream, but with a bit of gold, and a lot of training, it couldn't be too far off...
<br />
==='''Personality'''===
Gentle and kind, he cares about his friends and family very much. He often buys gifts for others just to make them happy and to see them smile. During adventures, he is stoic and steadfast, taking up a position on the front lines, weapons ready and energy surging from his body. He is always happy to go for a walk around town, or hunt in the nearby areas.
<br />
==='''Family History'''===
The Frostwind family was a small noble family for the longest time, nobody really important, other than the first head being a strong warrior, as is tradition in the Land of the Linnorm Kings. Nobody else really had any great abilities or powers, or any legends from other family members. They kept their standing via hiring outside help, which sometimes backfired, once resulting in one of Hyo's sisters getting hurt. Hyo had proceeded to make sure the man regretted it, then found the people who hired them and dealt with their family too. The day after his sister was hurt, the opposing Noble's house was found to be completely encased in ice. Hyo and his ancestor are the only experienced combatants in the family as of date.
3vxjxd7yz9ikwp1f4h9soa2tw6i4nsa
Ilth'anvae
0
772
1595
2020-09-06T22:41:34Z
Slicer9876
25236499
Created page with "== Ilthanvae == Referred to as Dusk Elves by commonfolk, Ilth'anvae are created by fleshwarp experiments from Drow hidden in the upper vaults of Orv. While the typical fleshwa..."
1595
wikitext
text/x-wiki
== Ilthanvae ==
Referred to as Dusk Elves by commonfolk, Ilth'anvae are created by fleshwarp experiments from Drow hidden in the upper vaults of Orv. While the typical fleshwarped Drow would become a Drider, the Alchemists who create the Ilth’anvae use forbidden, horrendous methods to create more intelligent but less violent and hulking thralls to do their bidding. The Ilth'anvae are some of the few sapient and civilized creatures from the Darklands’ depths and part of the even smaller group of fleshwarped creatures who maintain any semblance of sanity. The Ilth'anvae are usually viewed by surface dwellers as either menaces or fabled monsters, with their arachnid, alien forms and skittering movements making them a feared folktale. Rarer still are the noble, Drider-like Ser'anvae, or Shade Elves, whose immense bodies invoke terror into even the citizens they dwell over. Despite the legends and stigma around the Dusk Elves, most of them are not Evil and their Droven heritage rarely shows in their personalities.
=== Physical Description ===
The Ilth'anvae are humanoid, bipedal Elves whose appearance is a rather large departure from their creators. While they retain the dark skin, monochromatic hair, and long, pointed ears of the typical Drow, that is where most of the similarities end. Their figures are long and spindly, making them significantly taller than most races. Their arms end with four-fingered claws and the two extra pairs of appendages that come from their back are the same way. Their legs are digitigrade and their feet are three-toed, with one large one in the back. Their natural litheness and claws allow for quick climbing along walls and ceilings. Their faces are covered with a set of six, lightly-glowing eyes that allow for a great amount of visibility in the darkness they live in, usually of colours typical of Drow. Their mouths are a strange pair of fang-like mandibles that allow them and them only to speak their unique language of clicks and hisses. Despite these odd mouths, Ilth’anvae are fully capable of speaking languages outside of their own.
==== Ageing ====
As a byproduct of their fleshwarped nature, Ilth'anvae were created and bred to age faster but live for a shorter amount of time compared to other Elves. Due to this, Ilth'anvae have a lifespan and ageing process quite similar to that of Humans. As such, Ilth'anvae rarely live past the age of 150.
=== Society ===
The Ilth'anvae live in societies somewhat similar to their Droven progenitors, with noble families appointing a representative to vote on matters in their tribe’s oligarchic council. However, unlike the Drow, there are no political or religious differences between the sexes, allowing a Matron or a Patron to be the leader of a family. Additionally, slavery is completely outlawed and the Elves are willing to peacefully coexist with any other groups who wish to do the same. While the Ser'anvae are of a higher class than their brethren, the Ilth'anvae are in no means oppressed, at least in most communities, and are given the right to vote on matters proposed by the Shade Elves. Most Ilth’anvae do their best to flee Orv and live in abandoned settlements or isolated regions far from other creatures. Some even leave the Darklands entirely and live in surface caves, though still avoid other races due to prejudice from them.
==== Names ====
Ilth'anvae are unique amongst Elves even in terms of names, with their naming convention being somewhat similar to that of Hebrew cultures on Earth. Typical male names include Gaven, Khoshekh, Shevakh, Zariz, Kavod, Keshef, Keter, and Zakif while typical female names include Tehila, Afela, Kehut, Ahava, Reshet, Be’ata, Even, and Nazelet. The surname of an Ilth'anvae is matronymic, being based on that of their mother. The first and last names are separated by either the word ben, meaning "son of", or bat, meaning "daughter of". An example of this would be Gideon ben Manoah, meaning Gideon, son of Manoah. While some tribes have their own naming conventions that may be patronymic or even abandoning this system altogether exist, this tradition is the most common one amongst Ilth'anvae.
=== Relations ===
Relations with other races, both within the Darklands and of the surface world, are usually shaky at best. Most outside communities view the Ilth'anvae as abominations and monsters who live amongst other savages. Despite this, the Dusk Elves hold no ties to Demons or Aberrations, outside of the few who decide to dabble in such fields. While xenophobia is uncommon amongst Dusk Elves, they are just as, if not more, paranoid than the Drow and try to avoid contact with new groups if they have little information on them.
=== Alignment and Religion ===
Unlike their Droven ancestors, Ilth'anvae typically are not Evil, usually straying towards Neutrality or, somewhat uncommonly, Goodness. Though there are outliers as with every race, the Dusk Elves typically have less Evil members than other races. Unfortunately this does not apply to all of them and occasionally an Ilth'anvae will end up becoming the monster outsiders see them for. Ilth'anvae, like their Elven ancestors, lean towards Chaos. The Ilth'anvae worship a Pantheon of Gods adapted from their old faith, having abandoned the Evil Droven Gods. Most of their Gods were demigods or heroes of their people who they believe ascended to divinity. The primary God of the Dusk Elves is Sehv’aranine, Goddess of Shadow, Spiders, Death, and Stars. Dusk Elves who fall to Evil desires usually either follow Zanria Ga’marel, God of Isolation, Outcasts, and Tragedy, one of the Droven Gods, or even the Rough Beast itself.
=== Adventurers ===
An Ilth'anvae might leave the Darklands for any number of reasons. While Dusk Elves rarely go to the surface world, though those that do typically are in search of knowledge of magic and their ancestors or simply to travel throughout the world, breaking away from traditions of staying away from surface dwellers. Though some may hide their appearance to avoid prejudice, there are some communities that accept them and many Dusk Elves end up becoming mercenaries. Others may be part of groups seeking a new home far from their former owners and creators, sometimes settling tribes near entrances to Nar-Voth.
== Creating an Ilth'anvae ==
One of the key components to making an Ilth'anvae is taking into account how alien they are. They are quite different from the races of the surface world, carrying over a mixture of tribalistic Drow traditions and their own, which is not even taking into account their appearance. Being so far underground and the product of controlled mutations has created an incredibly unique race with their own views on the world, a language only they can speak, and a pantheon of mortals who they believe went through apotheosis to become Gods.
=== Standard Racial Traits ===
==== Ability Score Modifiers ====
Ilth'anvae are very lithe and have powerful spirits, though they are physically weak. They gain +2 Dexterity, +2 Charisma, and -2 Strength.
==== Type ====
Ilth'anvae are Monstrous Humanoids with the Elf subtype.
==== Size ====
Ilth'anvae are Medium creatures and thus receive no bonuses or penalties due to their size.
==== Speed ====
Ilth'anvae have a base speed of 30 feet and a climbing speed of 30 feet.
==== Expert Climber ====
Ilth’anvae have a climbing speed of 30 feet. Additionally, they can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Ilth’anvae are treated as being constantly under the effects of a non-magical spider climb spell, save that they cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).
==== Extra Arms ====
Ilth’anvae have two sets of weak arms that can be used to carry objects. They cannot wield weapons with these extra arms, but they can retrieve small, stowed objects carried on their persons as a swift action.
==== Skill Bonus ====
Ilth'anvae gain a +1 racial bonus on Perception and Stealth checks.
==== Enhanced Darkvision ====
Ilth'anvae can see perfectly in the dark for up to 120 feet.
==== Light Blindness ====
Abrupt exposure to bright light blinds Ilth’anvae for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
==== Abomination ====
Ilth’anvae are vilified by most members of other races due to their heritage and appearance. They have a -2 penalty to Diplomacy checks with members of other races and -6 to Disguise checks when disguising themselves as members of other races.
==== Languages ====
Ilth'anvae begin play speaking Undercommon and Sheolian. Ilth'anvae with high Intelligence scores can choose from the following: Abyssal, Aklo, Common, Deepspeech, Draconic, Drow Sign Language, Elven, Gnome, or Goblin.
=== Alternate Ilth'anvae Racial Traits ===
==== Bestial Sprinter ====
Some Ilth'anvae have lower bodies that are more bestial than normal due to failed fleshwarping or simple mutation. Whether their feet resemble those of a clawed predator or their legs are more similar to those of Ser’anvae, Ilth'anvae with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces Skill Bonus.
==== Humanoid Form ====
Though all Ilth’anvae are products of fleshwarping, some were changed less than their brethren, leading to them looking more like regular than Drow with but a few key spider-like traits. Humanoid Form replaces Extra Arms and Abomination.
==== Light Dweller ====
Some Ilth’anvae dwell close to the surface lands or simply live in brighter areas of the Darklands, allowing them to see twice as far as Humans in conditions of dim light. This racial trait replaces the Enhanced Darkvision and Light Blindness racial traits.
==== Natural Liar ====
Seduction and trickery can be used as tools to misdirect outsiders to the true nature of Dusk Elves. Ilth'anvae with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +1 bonus on such skill checks. This racial trait replaces Skill Bonus.
==== Underworld Guide ====
Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Darklands. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground. Ilth'anvae can take this trait in place of Skill Bonus.
==== Voice in the Darkness ====
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Ilth'anvae can take this trait in place of Skill Bonus.
=== Favoured Class Options ===
* Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
* Arcanist: When casting arcanist enchantment spells, add +1/3 to the effective caster level, but only for the purpose of determining duration.
* Fighter: Choose the disarm or reposition combat maneuver. Add +1/3 to the Fighter’s CMB when attempting this maneuver (maximum bonus of +4).
* Ranger: Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases +½ (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
* Rogue: Add a +1/2 bonus on Bluff checks to feint and pass secret messages
* Slayer: Increase the studied target bonus on Perception and Survival checks by ¼. When the slayer gains the stalker class feature, the slayer also gains this increase to the studied target bonus on Stealth checks
* Sorcerer: Add +½ point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
* Witch: Add +5 feet to the witch’s familiar’s darkvision (to a maximum of +30 feet). If the familiar does not have darkvision, the familiar gains darkvision 5 feet. If the witch ever replaces her familiar, the new familiar gains this bonus to its darkvision distance.
* Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
thfavbmcjuc20n0b3ht1gbzjs9jxske
In Defense of Absalom - Rovagug
0
699
1444
2020-07-01T19:35:52Z
Pandasecret1
27144081
made the page, please add to it as it's barely complete
1444
wikitext
text/x-wiki
== Summary ==
Several weeks before the Rough Beast's arrival, there were many hints as to the catastrophe that would come. Trouble in Cheliax, strange saboteurs, cultists, and other messages both mundane and divine would signal the coming of calamity. Then, the siege of Absalom began as Chelish troops were led by cultist-controlled commanders and other terrible spawns of monstrosity, before Rovagug itself appeared barreling down the Kortos Mountains towards the city. In grand battle, the hero-adventurers of Absalom managed to defeat the beast and usher in a decade of peace.
== Events that led up to the Siege ==
Sonia disabled Chelish command to weaken their military advance.
Azeriah issued dreams to call many adventurers to action and prepare for the invasion by defeating lesser evils, uncovering enemy plots, or garnering support for the city.
== The Siege ==
Many adventurer-heroes helped out during the siege of Absalom, such as setting mines to disable invading ships, creating a city-wide barrier against siege projectiles, and routing out enemy strongholds that have set foot into the city.
== Battle against Rovagug ==
A lot of people faced off against the Worldbreaker. Among them were Azeriah, Echo, Riz, Marianne, Charlie, and others.
mp9j2tb2geu4kaqh6zglsgbs1v0waq4
1445
1444
2020-07-01T19:37:46Z
Pandasecret1
27144081
links
1445
wikitext
text/x-wiki
== Summary ==
Several weeks before the Rough Beast's arrival, there were many hints as to the catastrophe that would come. Trouble in Cheliax, strange saboteurs, cultists, and other messages both mundane and divine would signal the coming of calamity. Then, the siege of Absalom began as Chelish troops were led by cultist-controlled commanders and other terrible spawns of monstrosity, before Rovagug itself appeared barreling down the Kortos Mountains towards the city. In grand battle, the hero-adventurers of Absalom managed to defeat the beast and usher in a decade of peace.
== Events that led up to the Siege ==
Sonia disabled Chelish command to weaken their military advance.
[[Azeriah of the Three Rings|Azeriah]] issued dreams to call many adventurers to action and prepare for the invasion by defeating lesser evils, uncovering enemy plots, or garnering support for the city.
== The Siege ==
Many adventurer-heroes helped out during the siege of Absalom, such as setting mines to disable invading ships, creating a city-wide barrier against siege projectiles, and routing out enemy strongholds that have set foot into the city.
== Battle against Rovagug ==
A lot of people faced off against the Worldbreaker. Among them were [[Azeriah of the Three Rings|Azeriah]], Echo, Riz, [[Marianne]], [[Charlie Winchester|Charlie]], and others.
b0tjzjq71jouk1ahuis5ix09egtzs2g
1446
1445
2020-07-01T19:54:29Z
188.32.187.109
Mythic boi, figured he might warrant a mention
1446
wikitext
text/x-wiki
== Summary ==
Several weeks before the Rough Beast's arrival, there were many hints as to the catastrophe that would come. Trouble in Cheliax, strange saboteurs, cultists, and other messages both mundane and divine would signal the coming of calamity. Then, the siege of Absalom began as Chelish troops were led by cultist-controlled commanders and other terrible spawns of monstrosity, before Rovagug itself appeared barreling down the Kortos Mountains towards the city. In grand battle, the hero-adventurers of Absalom managed to defeat the beast and usher in a decade of peace.
== Events that led up to the Siege ==
Sonia disabled Chelish command to weaken their military advance.
[[Azeriah of the Three Rings|Azeriah]] issued dreams to call many adventurers to action and prepare for the invasion by defeating lesser evils, uncovering enemy plots, or garnering support for the city.
== The Siege ==
Many adventurer-heroes helped out during the siege of Absalom, such as setting mines to disable invading ships, creating a city-wide barrier against siege projectiles, and routing out enemy strongholds that have set foot into the city.
== Battle against Rovagug ==
A lot of people faced off against the Worldbreaker. Among them were [[Azeriah of the Three Rings|Azeriah]], Echo, Eyres, Riz, [[Marianne]], [[Charlie Winchester|Charlie]], and others.
7msw22jn63x70tcw5e5w5aoec7hh9iw
1447
1446
2020-07-01T20:52:00Z
188.32.187.109
/* Events that led up to the Siege */
Seemed like a very important event that was worth mentioning
1447
wikitext
text/x-wiki
== Summary ==
Several weeks before the Rough Beast's arrival, there were many hints as to the catastrophe that would come. Trouble in Cheliax, strange saboteurs, cultists, and other messages both mundane and divine would signal the coming of calamity. Then, the siege of Absalom began as Chelish troops were led by cultist-controlled commanders and other terrible spawns of monstrosity, before Rovagug itself appeared barreling down the Kortos Mountains towards the city. In grand battle, the hero-adventurers of Absalom managed to defeat the beast and usher in a decade of peace.
== Events that led up to the Siege ==
The city was assaulted by the massive Leviathan. Easily the size of a single district, this Spawn of Rovagug's arrival was heralded by the disappearance of the moon, the drainage of the ocean waters and finally a massive tidal wave hitting the shores of Absalom and devastating the docks. Despite countless casualties, the heroes did not lose hope and faced the massive beast. After a gruesome engagement it was put down as Azeriah leapt upon the beast and delivered a staggering combination of strikes, while Ross assaulted it from underwater with blade and magic, and finally Eyres descending from the skies like a meteor with a fiery punch to blast through it's skull and deliver the finishing blow.
Sonia disabled Chelish command to weaken their military advance.
[[Azeriah of the Three Rings|Azeriah]] issued dreams to call many adventurers to action and prepare for the invasion by defeating lesser evils, uncovering enemy plots, or garnering support for the city.
== The Siege ==
Many adventurer-heroes helped out during the siege of Absalom, such as setting mines to disable invading ships, creating a city-wide barrier against siege projectiles, and routing out enemy strongholds that have set foot into the city.
== Battle against Rovagug ==
A lot of people faced off against the Worldbreaker. Among them were [[Azeriah of the Three Rings|Azeriah]], Echo, Eyres, Riz, [[Marianne]], [[Charlie Winchester|Charlie]], and others.
maamgvn7qj247rhuffsvrf05ureijdh
1760
1447
2021-01-02T00:41:46Z
Pandasecret1
27144081
/* Battle against Rovagug */
1760
wikitext
text/x-wiki
== Summary ==
Several weeks before the Rough Beast's arrival, there were many hints as to the catastrophe that would come. Trouble in Cheliax, strange saboteurs, cultists, and other messages both mundane and divine would signal the coming of calamity. Then, the siege of Absalom began as Chelish troops were led by cultist-controlled commanders and other terrible spawns of monstrosity, before Rovagug itself appeared barreling down the Kortos Mountains towards the city. In grand battle, the hero-adventurers of Absalom managed to defeat the beast and usher in a decade of peace.
== Events that led up to the Siege ==
The city was assaulted by the massive Leviathan. Easily the size of a single district, this Spawn of Rovagug's arrival was heralded by the disappearance of the moon, the drainage of the ocean waters and finally a massive tidal wave hitting the shores of Absalom and devastating the docks. Despite countless casualties, the heroes did not lose hope and faced the massive beast. After a gruesome engagement it was put down as Azeriah leapt upon the beast and delivered a staggering combination of strikes, while Ross assaulted it from underwater with blade and magic, and finally Eyres descending from the skies like a meteor with a fiery punch to blast through it's skull and deliver the finishing blow.
Sonia disabled Chelish command to weaken their military advance.
[[Azeriah of the Three Rings|Azeriah]] issued dreams to call many adventurers to action and prepare for the invasion by defeating lesser evils, uncovering enemy plots, or garnering support for the city.
== The Siege ==
Many adventurer-heroes helped out during the siege of Absalom, such as setting mines to disable invading ships, creating a city-wide barrier against siege projectiles, and routing out enemy strongholds that have set foot into the city.
== Battle against Rovagug ==
A lot of people faced off against the Worldbreaker. Among them were [[Azeriah of the Three Rings|Azeriah]], Echo, Eyres, Riz, [[Marianne]], [[Charlie Winchester|Charlie]], and others (list incomplete). The group destroyed its tentacles before striking at the very beast itself, destroying it and sending it back to the depths where it crawled from, shattered in a million pieces, and saving the city and possibly even the world with their valorous actions.
jipu37c32dlokqif1zf2r2u6dnu9uj3
Izumi Yomi
0
378
744
2019-10-27T05:09:16Z
Gold Fairy
43716013
Everything
744
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text/x-wiki
=== '''Appearance:''' ===
=== '''History:''' ===
=== '''Personality:''' ===
=== '''Current Events:''' ===
=== '''Theme:''' ===
5lr3enpvhvoed4jimjsy4ekjubhi6r8
746
744
2019-10-27T06:17:20Z
Gold Fairy
43716013
Everything
746
wikitext
text/x-wiki
{{Infobox_character|name = Izumi Yomi|image = Ffb11a723fbf14c66895458a050579f0.jpg|imagecaption = "Many believe immortality is a blessing, but it is actually a curse, with infinite time at ones' disposal, everything barring the impossible becomes certainty, and thus a sense of fulfillment becomes unattainable.
That is what I believe."|marital = Widow|birthDate = Unknown, although Izumi is 370 years old|birthPlace = Near Tian Xia|species = Kitsune|gender = Female|height = 153 cm (5'0")|weight = 68 kg (150 lbs)|eyes = Blue}}
=== '''Appearance:''' ===
Izumi appears to be a well-endowed woman in her late twenties to early thirties, wearing traditional eastern garb.
Two her her most notable traits include her fox ears and her four fox tails, which indicate her age, these traits share the platinum blonde coloration of her hair, which is waist-length and well kept.
=== '''History:''' ===
Izumi was born in the outskirts of a village within the Tian Xia province, and was taken in by an elderly witch to serve as her familiar, and did so happily.
As time went on, Izumi learned a small amount of magic of her own, but before she could learn more, her master died, and the superstitious villagers who were once frightened of the witch now took it upon themselves to chase the fledgling Kitsune out of town, who then made her way directly to Tian Xia, assuming a human form in the process.
Now settled in her new home, Izumi began to pursue the arts with a passion, taking to weaving and singing in particular, and to make ends meet, she utilized some of the skills her master had taught her to become a herbalist, making potions to heal the sick and injured.
Her talents and beauty would not go unnoticed, and thus she attracted a number of suitors, all of whom she turned down, until one of the younger lords approached her, asking not for her hand in marriage, but her service as the apothecary of his house, she accepted the offer, and this arrangement would soon blossom into a romance that would lead to the birth of her very first son.
Years passed, and the machinations of the court would harden the hearts of both her and her husband, leading her to take on a secondary role as a spy for her house, gathering information and sabotaging the plans of the other houses, this would catch up o her though, leading to her being framed for the murder of her own son and subsequently banished by her husband, and so she fled, making her way to a remote fishing village.
Now living her third life, Izumi once again began her work tending to the sick, yet remaining aloof and distant, even towards one particular fisherman who fancied her, and through years of trial and error, he managed to work his way through her defenses and won her heart, leading to the two of them starting a family together, her second husband at this point had worked his way up to becoming the captain of the main fishing vessel of the village, while she herself had garnered a positive reputation as a herbalist, but all good things must come to an end, more years rolled by, her husband grew old, and eventually passed away, as did her children, then her grandchildren, and then as her great grandchildren began their own journeys towards the grave, something inside her broke, and she left the village behind, moving to the city of Absalom and placing a mental block on herself in an attempt to forget her past, losing almost all the skills she had built up over the course of three centuries, yet it did not erase any of the feelings she had felt, and so she has spent four decades in Absalom, living an ordinary, mundane life with a hole in her heart that she simply could not explain.
=== '''Personality:''' ===
Izumi comes across as cold and aloof, with a mind more geared towards mundane concerns, beneath that lies a kind, gentle, motherly persona, yet despite all this, she is a loner by nature, placing a high premium on solitude and stability, harboring no desire to to set out on any grand adventures or work towards great fame, she is simply content to live a relaxed, slow-paced life.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=e4p1kkuM2Hg
iagqzc6rr5rdlj65vz17kyj4h8mt5b0
747
746
2019-10-27T06:20:25Z
Gold Fairy
43716013
747
wikitext
text/x-wiki
{{Infobox_character|name = Izumi Yomi|image = Ffb11a723fbf14c66895458a050579f0.jpg|imagecaption = "Many believe immortality is a blessing, but it is actually a curse, with infinite time at ones' disposal, everything barring the impossible becomes certainty, and thus a sense of fulfillment becomes unattainable.
That is what I believe."|marital = Widow|birthDate = Unknown, although Izumi is 370 years old|birthPlace = Near Tian Xia|species = Kitsune|gender = Female|height = 153 cm (5'0")|weight = 68 kg (150 lbs)|eyes = Blue}}
=== '''Appearance:''' ===
Izumi appears to be a well-endowed woman in her late twenties to early thirties, wearing traditional eastern garb.
Two her her most notable traits include her fox ears and her four fox tails, which indicate her age, these traits share the platinum blonde coloration of her hair, which is waist-length and well kept.
=== '''History:''' ===
Izumi was born in the outskirts of a village within the Tian Xia province, and was taken in by an elderly witch to serve as her familiar, and did so happily.
As time went on, Izumi learned a small amount of magic of her own, but before she could learn more, her master died, and the superstitious villagers who were once frightened of the witch now took it upon themselves to chase the fledgling Kitsune out of town, who then made her way directly to Tian Xia, assuming a human form in the process.
Now settled in her new home, Izumi began to pursue the arts with a passion, taking to weaving and singing in particular, and to make ends meet, she utilized some of the skills her master had taught her to become a herbalist, making potions to heal the sick and injured.
Her talents and beauty would not go unnoticed, and thus she attracted a number of suitors, all of whom she turned down, until one of the younger lords approached her, asking not for her hand in marriage, but her service as the apothecary of his house, she accepted the offer, and this arrangement would soon blossom into a romance that would lead to the birth of her very first son.
Years passed, and the machinations of the court would harden the hearts of both her and her husband, leading her to take on a secondary role as a spy for her house, gathering information and sabotaging the plans of the other houses, this would catch up to her though, leading to her being framed for the murder of her own son and subsequently banished by her husband, and so she fled, making her way to a remote fishing village.
Now living her third life, Izumi once again began her work tending to the sick, yet remaining aloof and distant, even towards one particular fisherman who fancied her, and through years of trial and error, he managed to work his way through her defenses and won her heart, leading to the two of them starting a family together, her second husband at this point had worked his way up to becoming the captain of the main fishing vessel of the village, while she herself had garnered a positive reputation as a herbalist, but all good things must come to an end, more years rolled by, her husband grew old, and eventually passed away, as did her children, then her grandchildren, and then as her great grandchildren began their own journeys towards the grave, something inside her broke, and she left the village behind, moving to the city of Absalom and placing a mental block on herself in an attempt to forget her past, losing almost all the skills she had built up over the course of three centuries, yet it did not erase any of the feelings she had felt, and so she has spent four decades in Absalom, living an ordinary, mundane life with a hole in her heart that she simply could not explain.
=== '''Personality:''' ===
Izumi comes across as cold and aloof, with a mind more geared towards mundane concerns, beneath that lies a kind, gentle, motherly persona, yet despite all this, she is a loner by nature, placing a high premium on solitude and stability, harboring no desire to to set out on any grand adventures or work towards great fame, she is simply content to live a relaxed, slow-paced life.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=e4p1kkuM2Hg
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{{Infobox_character|name = Izumi Yomi|image = Ffb11a723fbf14c66895458a050579f0.jpg|imagecaption = "Many believe immortality is a blessing, but it is actually a curse, with infinite time at ones' disposal, everything barring the impossible becomes certainty, and thus a sense of fulfillment becomes unattainable.
That is what I believe."|marital = Widow|birthDate = Unknown, although Izumi is 370 years old|birthPlace = Near Tian Xia|species = Kitsune|gender = Female|height = 153 cm (5'0")|weight = 68 kg (150 lbs)|eyes = Blue}}
=== '''Appearance:''' ===
Izumi appears to be a well-endowed woman in her late twenties to early thirties, wearing traditional eastern garb.
Two of her most notable traits include her fox ears and her four fox tails, which indicate her age, these traits share the platinum blonde coloration of her hair, which is waist-length and well kept.
=== '''History:''' ===
Izumi was born in the outskirts of a village within the Tian Xia province, and was taken in by an elderly witch to serve as her familiar, and did so happily.
As time went on, Izumi learned a small amount of magic of her own, but before she could learn more, her master died, and the superstitious villagers who were once frightened of the witch now took it upon themselves to chase the fledgling Kitsune out of town, who then made her way directly to Tian Xia, assuming a human form in the process.
Now settled in her new home, Izumi began to pursue the arts with a passion, taking to weaving and singing in particular, and to make ends meet, she utilized some of the skills her master had taught her to become a herbalist, making potions to heal the sick and injured.
Her talents and beauty would not go unnoticed, and thus she attracted a number of suitors, all of whom she turned down, until one of the younger lords approached her, asking not for her hand in marriage, but her service as the apothecary of his house, she accepted the offer, and this arrangement would soon blossom into a romance that would lead to the birth of her very first son.
Years passed, and the machinations of the court would harden the hearts of both her and her husband, leading her to take on a secondary role as a spy for her house, gathering information and sabotaging the plans of the other houses, this would catch up to her though, leading to her being framed for the murder of her own son and subsequently banished by her husband, and so she fled, making her way to a remote fishing village.
Now living her third life, Izumi once again began her work tending to the sick, yet remaining aloof and distant, even towards one particular fisherman who fancied her, and through years of trial and error, he managed to work his way through her defenses and won her heart, leading to the two of them starting a family together, her second husband at this point had worked his way up to becoming the captain of the main fishing vessel of the village, while she herself had garnered a positive reputation as a herbalist, but all good things must come to an end, more years rolled by, her husband grew old, and eventually passed away, as did her children, then her grandchildren, and then as her great grandchildren began their own journeys towards the grave, something inside her broke, and she left the village behind, moving to the city of Absalom and placing a mental block on herself in an attempt to forget her past, losing almost all the skills she had built up over the course of three centuries, yet it did not erase any of the feelings she had felt, and so she has spent four decades in Absalom, living an ordinary, mundane life with a hole in her heart that she simply could not explain.
=== '''Personality:''' ===
Izumi comes across as cold and aloof, with a mind more geared towards mundane concerns, beneath that lies a kind, gentle, motherly persona, yet despite all this, she is a loner by nature, placing a high premium on solitude and stability, harboring no desire to to set out on any grand adventures or work towards great fame, she is simply content to live a relaxed, slow-paced life.
=== '''Current Events:''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=e4p1kkuM2Hg
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Jaci Khefet
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Created page with "<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default"> == Jaci Khefet == https://vignette.wikia.nocookie.net/absalom-the-city-of-secrets/im..."
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<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">
== Jaci Khefet ==
https://vignette.wikia.nocookie.net/absalom-the-city-of-secrets/images/6/69/Boiperfectish.jpg/revision/latest/scale-to-width-down/310?cb=20181114231948
<section class="pi-item pi-group pi-border-color">
== Character Information ==
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Gender ===
<div class="pi-data-value pi-font">M</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Race ===
<div class="pi-data-value pi-font">Elf</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Class ===
<div class="pi-data-value pi-font">Witch / Arcanist</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Alignment ===
<div class="pi-data-value pi-font">NG</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Deity ===
<div class="pi-data-value pi-font">-</div>
</div>
</section><section class="pi-item pi-group pi-border-color">
== Physical Information ==
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Age ===
<div class="pi-data-value pi-font">18</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Height ===
<div class="pi-data-value pi-font">5'1</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Weight ===
<div class="pi-data-value pi-font">104</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Hair ===
<div class="pi-data-value pi-font">Black</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color">
=== Eyes ===
<div class="pi-data-value pi-font">Gold</div>
</div>
</section></aside>
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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<section class="pi-item pi-group pi-border-color"><div class="pi-item pi-data pi-item-spacing pi-border-color">
</div>
{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}</section><section class="pi-item pi-group pi-border-color">
</section>
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}</section><section class="pi-item pi-group pi-border-color">
</section>
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}</section><section class="pi-item pi-group pi-border-color">
</section>
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}</section>
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
[[Category:Characters]]
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
[[Category:Characters]]
[[Category:Player Characters]]
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Janyll Mistari
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Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
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{{Infobox_character|name = Janyll Mistari|image = https://cdn.discordapp.com/attachments/673724360615526491/674265647491842059/Elf_archer04.png|relatives = None.}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
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{{Infobox_character|name = Janyll Mistari|image = Elf archer04.png|relatives = None.}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
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{{Infobox_character|name = Janyll Mistari|image = Elf archer04.png|relatives = None.}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
[[Category:Player Characters]]
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''Don't be afraid to be the first to resort to violence.''
''If violence wasn’t your last resort, you failed to resort to enough of it.''
-- [[https://absalom-the-city-of-secrets.fandom.com/wiki/The Razors of House Dolour’s Expeditionary Force|The Razors of House Dolour’s Expeditionary Force]]{{ATCOS_Character_Infobox|title1 = Janyll Mistari|image1 = Elf archer04.png|caption1 = There is no 'overkill.' There is only ‘shoot’, and 'I need more arrows.'|gender = Male|race = Half-Elf|class = Ranger (Nature's Blade)|alignment = True Neutral|deity = Green Faith|age = 21|height = 5' 9'|weight = 135|hair = White|eyes = Dark}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
[[Category:Player Characters]]
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''Don't be afraid to be the first to resort to violence.''
''If violence wasn’t your last resort, you failed to resort to enough of it.''
[https://absalom-the-city-of-secrets.fandom.com/wiki/The_Razors_of_House_Dolour’s_Expeditionary_Force]{{ATCOS_Character_Infobox|title1 = Janyll Mistari|image1 = Elf archer04.png|caption1 = There is no 'overkill.' There is only ‘shoot’, and 'I need more arrows.'|gender = Male|race = Half-Elf|class = Ranger (Nature's Blade)|alignment = True Neutral|deity = Green Faith|age = 21|height = 5' 9'|weight = 135|hair = White|eyes = Dark}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
[[Category:Player Characters]]
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''Don't be afraid to be the first to resort to violence.''
''If violence wasn’t your last resort, you failed to resort to enough of it.''
-- [https://absalom-the-city-of-secrets.fandom.com/wiki/The_Razors_of_House_Dolour’s_Expeditionary_Force The Razors of House Dolour’s Expeditionary Force]{{ATCOS_Character_Infobox|title1 = Janyll Mistari|image1 = Elf archer04.png|caption1 = There is no 'overkill.' There is only ‘shoot’, and 'I need more arrows.'|gender = Male|race = Half-Elf|class = Ranger (Nature's Blade)|alignment = True Neutral|deity = Green Faith|age = 21|height = 5' 9'|weight = 135|hair = White|eyes = Dark}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
[[Category:Player Characters]]
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''Don't be afraid to be the first to resort to violence.''
''If violence wasn’t your last resort, you failed to resort to enough of it.''
-- [https://absalom-the-city-of-secrets.fandom.com/wiki/The_Razors_of_House_Dolour’s_Expeditionary_Force The Razors of House Dolour’s Expeditionary Force]{{ATCOS_Character_Infobox|title1 = Janyll Mistari|image1 = Elf archer04.png|caption1 = There is no 'overkill.' There is only ‘shoot’, and 'I need more arrows.'|gender = Male|race = Half-Elf|class = Ranger (Nature's Blade)|alignment = True Neutral|deity = Green Faith|age = 21|height = 5' 9'|weight = 135|hair = White|eyes = Dark}}
== Description ==
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Collected, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.
== References ==
# [https://www.ovalkwiki.com/index.php/The_Seventy_Maxims_of_Maximally_Effective_Mercenaries The Seventy Maxims of Maximally Effective Mercenaries]
# [https://www.royalroad.com/fiction/8100/binary-soul Binary Soul]
# [https://www.royalroad.com/fiction/8894/everybody-loves-large-chests Everybody Loves Large Chests]
# [https://en.wikipedia.org/wiki/Philosophical_razor Philosophical razor]
[[Category:Player Characters]]
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''Don't be afraid to be the first to resort to violence.''
''If violence wasn’t your last resort, you failed to resort to enough of it.''
-- [https://absalom-the-city-of-secrets.fandom.com/wiki/The_Razors_of_House_Dolour’s_Expeditionary_Force The Razors of House Dolour’s Expeditionary Force]{{ATCOS_Character_Infobox|title1 = Janyll Mistari|image1 = Elf archer04.png|caption1 = There is no 'overkill.' There is only ‘shoot’, and 'I need more arrows.'|gender = Male|race = Half-Elf|class = Ranger (Nature's Blade)|alignment = True Neutral|deity = Green Faith|age = 21|height = 5' 9'|weight = 135|hair = White|eyes = Dark}}
== Personality ==
Collected, cool, pragmatic, observant, and quiet, he definitively did not have the sociopathic traits of his full-blooded siblings. He has a dry, deadpan, sense of humor.
== History ==
Janyll is a half-elf of drow blood raised by House Dolour in Zirnakaynin. Janyll was mercilessly tortured and bullied by the other drow children, even used as target to hone their spell-like abilities on him.
The nobles of House Dolour decided to train Janyll in the house trade. The scions of House Dolour hone their skills as trackers, hunters, man-catchers, explorers, and guides. The nobles wanted to train Janyll to serve as a spy in the surface and infiltrate the surface elven kingdom. Janyll didn’t want to have any part in it, and planned his escape. The wilderness survival test provided the perfect opportunity to escape the depravity of the drow. Dropped at a random location in the Darklands several days of travel from Zirnakaynin, with the goal of surviving the wilderness and find his way back to the city, Janyll decided that failure was the better option.
A year into his life in the Darklands, Janyll stumbled upon a drow camp near what looked like an elf gate. Janyll recognized the drow soldiers as members of Houses Azrinae and Vonnarc. Janyll played ghost for a few days, stealing food and supplies from the camp without being found. During his last run, Janyll witnessed the activation of the elf gate, were a group of drow came through, followed by an attack of surface elves.
Seeing an opportunity to escape the Darklands, using the confusion of the battle, Janyll managed to approach the elf gate and go through it. He ended in the ruins of an elven city, surrounded by surprised elven soldiers who decided not to kill him on the spot. Janyll found himself for the first time in his short life very grateful for his pale skin.[[Category:Player Characters]]
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{{Infobox_character|aliases = *Vagrant
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{{Infobox_character|aliases = *Vagrant
*Vagabond
*Homeless
*You
*Get out of my alley|relatives = -????|affiliation = N/A|marital = -Single Ready to Mingle|birthDate = 6/19|birthPlace = Tian Xia|species = Human - Tian|gender = Male|height = 5'11|weight = 170|eyes = Black|image = C8b0d6403bba653cf6cb3fdf64ccd58f.jpg|name = Jin ????}}
== Appearance ==
== Scars ==
♦ A horizontal slash across his upper torso, biting deeply just under his pectoral
== Virtues ==
♦ No argument is to be had over Tea, the milk will sour and the drinkers day ruined.
♢ Never accept a debt that will weigh you down
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{{Infobox_character|aliases = *Vagrant
*Vagabond
*You
*Get out of my alley|relatives = -????|affiliation = N/A|marital = -Single Ready to Mingle|birthDate = 6/19|birthPlace = Tian Xia|species = Human - Tian|gender = Male|height = 5'11|weight = 170|eyes = Black|image = C8b0d6403bba653cf6cb3fdf64ccd58f.jpg|name = Jin ????}}
== History ==
Jin never speaks much of his past beyond a few fleeting words. All that is known is that he comes from Tian Xia and now he is in Absalom.
=== Adventuring exploits ===
None worth mentioning at present
== Appearance ==
=== Scars ===
♦ A horizontal slash across his upper torso, biting deeply just under his pectorals.
== Henchmen ==
N/A
== Relationships ==
== Virtues ==
♦ Spead of blood over tea and your tongue will feel as if it touched iron.
♢ Never accept a debt that will weigh you down
♦ Cut corners and short cuts will lead you to an uneven path
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{{Infobox_character|aliases = ♢Vagrant
♦Vagabond
♢You
♦Get out of my alley|relatives = -????|affiliation = N/A|marital = -Single Ready to Mingle|birthDate = 6/19|birthPlace = Tian Xia|species = Human - Tian|gender = Male|height = 5'11|weight = 170|eyes = Black|image = C8b0d6403bba653cf6cb3fdf64ccd58f.jpg|name = Jin ????}}
== History ==
Jin never speaks much of his past beyond a few fleeting words. All that is known is that he comes from Tian Xia and now he is in Absalom.
=== Current history: ===
=== Adventuring exploits: ===
None worth mentioning at present
== Appearance ==
=== Scars ===
♦ A horizontal slash across his upper torso, biting deeply just under his pectorals.
== Henchmen ==
N/A
== Relationships ==
♦
♢
♦
♢
♦
♢
== Virtues ==
♦ Spead of blood over tea and your tongue will feel as if it touched iron.
♢ Never accept a debt that will weigh you down
♦ Cut corners and short cuts will lead you to an uneven path
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ItsSpelledColour
29213666
/* Virtues */
969
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{{Infobox_character|aliases = ♢Vagrant
♦Vagabond
♢You
♦Get out of my alley|relatives = -????|affiliation = N/A|marital = -Single Ready to Mingle|birthDate = 6/19|birthPlace = Tian Xia|species = Human - Tian|gender = Male|height = 5'11|weight = 170|eyes = Black|image = C8b0d6403bba653cf6cb3fdf64ccd58f.jpg|name = Jin ????}}
== History ==
Jin never speaks much of his past beyond a few fleeting words. All that is known is that he comes from Tian Xia and now he is in Absalom.
=== Current history: ===
=== Adventuring exploits: ===
None worth mentioning at present
== Appearance ==
=== Scars ===
♦ A horizontal slash across his upper torso, biting deeply just under his pectorals.
== Henchmen ==
N/A
== Relationships ==
♦
♢
♦
♢
♦
♢
== Virtues ==
♦ Speak of blood over tea and your tongue will feel as if it touched iron.
♢ Never accept a debt that will weigh you down
♦ Cut corners and short cuts will lead you to an uneven path
7e51sgu0yjrtwhabtugkdz57xrcx67x
970
969
2020-02-22T22:25:47Z
ItsSpelledColour
29213666
/* Relationships */
970
wikitext
text/x-wiki
{{Infobox_character|aliases = ♢Vagrant
♦Vagabond
♢You
♦Get out of my alley|relatives = -????|affiliation = N/A|marital = -Single Ready to Mingle|birthDate = 6/19|birthPlace = Tian Xia|species = Human - Tian|gender = Male|height = 5'11|weight = 170|eyes = Black|image = C8b0d6403bba653cf6cb3fdf64ccd58f.jpg|name = Jin ????}}
== History ==
Jin never speaks much of his past beyond a few fleeting words. All that is known is that he comes from Tian Xia and now he is in Absalom.
=== Current history: ===
=== Adventuring exploits: ===
None worth mentioning at present
== Appearance ==
=== Scars ===
♦ A horizontal slash across his upper torso, biting deeply just under his pectorals.
== Henchmen ==
N/A
== Relationships ==
♦ Mirila (Benefactor): A young woman with a sense of books and a deep knowledge of respect.
♢
♦
♢
♦
♢
== Virtues ==
♦ Speak of blood over tea and your tongue will feel as if it touched iron.
♢ Never accept a debt that will weigh you down
♦ Cut corners and short cuts will lead you to an uneven path
7q5isavwmdsg0qccods62955g5lbe20
Joto
0
262
501
2019-06-12T18:42:53Z
Calicoshi
39780389
He in
501
wikitext
text/x-wiki
Joto is a pacifist undine that aspires to make others happy. They went to Absalom in search of more people to be friends with and to make happy.
{{ATCOS_Character_Infobox|title1 = Joto|gender = ??? |race = Undine|class = Cleric|alignment = NG|deity = Qi Zhong|age = 61|height = 5'8"|weight = 150lbs|hair = Aquamarine|eyes = Navy/Gold Specks|image1 = Joto.png}}
=='''<font size="6">Appearance</font>'''==
Joto has light turquoise skin with short aquamarine hair. Due to swimming often they usually put their hair up in a short ponytail. They have gold earrings originally from their village. Due to their lineage, Joto has gold markings on their skin. They're often seen wearing a giant's poncho, fashioned into a big shirt as it was a gift from a old friend. Underneath they're wearing padded armor with some fish scale patterned fabric. Their belt is holding fishhooks and string for fishing. They have gold and light blue accessories connected to the belt for appeal. Lastly, they have 2 small tribal-like tattoos from a past interaction. Both of the tattoos are on the left arm.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Joto is just an everyday undine who loves adventure, fishing, and making friends. He grew up in a village near an ocean in Tian Xia. His parents were very loving and kind which reflects in their everyday attitude. Their father was a Triton which was well known in their village and Joto's mother had been the village's doctor. Joto's mother had been very influential on Joto which resulted in Joto becoming a cleric in hopes of healing others in the name of their God. Joto's parents had been very traditional and had been not approving of the fact that Joto wanted to travel however, they wanted to respect their decision and let them leave as long as they remembered to come back home occasionally. Early on in their travels, Joto had joined a couple of travelers whom ended up having to fight some bandits. Out of fear Joto had almost drowned one of the bandits and was horrified by the look of a drowning person in front of them in which they weren't supposed to heal. That experience traumatized them and ended up making Joto a pacifist from then on out. They traveled to Absalom to become an entrepreneur in the food business and to be of use as a cleric. Hearing of such a large city made them very excited to go as to make more friends.
</div>
=='''<font size="6">Personality</font>'''==
Joto is a peaceful, kind, and relaxed person. When around others, Joto gets very happy and loves making new friends. They don't like not getting along with others so they will actively seek out people in order to get on their good side. In that way, they can get to be annoying but means well. They are passionate in their beliefs but often doesn't talk to others of it in fears of being annoying about them. Overall, they're very excitable, and always tries to see the best in people.
lsj7sg23s0nlp5r01dzqezfirbtwut2
504
501
2019-06-12T18:51:26Z
Calicoshi
39780389
504
wikitext
text/x-wiki
Joto is a pacifist undine that aspires to make others happy. They went to Absalom in search of more people to be friends with and to make happy.
{{ATCOS_Character_Infobox|title1 = Joto|gender = ??? |race = Undine|class = Cleric|alignment = NG|deity = Qi Zhong|age = 61|height = 5'8"|weight = 150lbs|hair = Aquamarine|eyes = Navy/Gold Specks|image1 = Joto.png}}
=='''<font size="6">Appearance</font>'''==
Joto has light turquoise skin with short aquamarine hair. Due to swimming often they usually put their hair up in a short ponytail. They have gold earrings originally from their village. Due to their lineage, Joto has gold markings on their skin. They're often seen wearing a giant's poncho, fashioned into a big shirt as it was a gift from a old friend. Underneath they're wearing padded armor with some fish scale patterned fabric. Their belt is holding fishhooks and string for fishing. They have gold and light blue accessories connected to the belt for appeal. Lastly, they have 2 small tribal-like tattoos from a past interaction. Both of the tattoos are on the left arm.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Joto is just an everyday undine who loves adventure, fishing, and making friends. He grew up in a village near an ocean in Tian Xia. His parents were very loving and kind which reflects in their everyday attitude. Their father was a Triton which was well known in their village and Joto's mother had been the village's doctor. Joto's mother had been very influential on Joto which resulted in Joto becoming a cleric in hopes of healing others in the name of their God. Joto's parents had been very traditional and had been not approving of the fact that Joto wanted to travel however, they wanted to respect their decision and let them leave as long as they remembered to come back home occasionally. Early on in their travels, Joto had joined a couple of travelers whom ended up having to fight some bandits. Out of fear Joto had almost drowned one of the bandits and was horrified by the look of a drowning person in front of them in which they weren't supposed to heal. That experience traumatized them and ended up making Joto a pacifist from then on out. They traveled to Absalom to become an entrepreneur in the food business and to be of use as a cleric. Hearing of such a large city made them very excited to go as to make more friends.
</div>
=='''<font size="6">Personality</font>'''==
Joto is a peaceful, kind, and relaxed person. When around others, Joto gets very happy and loves making new friends. They don't like not getting along with others so they will actively seek out people in order to get on their good side. In that way, they can get to be annoying but means well. They are passionate in their beliefs but often doesn't talk to others of it in fears of being annoying about them. Overall, they're very excitable, and always tries to see the best in people.
[[Category:Characters]]
[[Category:Player Characters]]
mk9wa5pznzy06rfxjs9ciumk1k0pug2
Jäger von Taldor
0
219
408
2019-04-19T17:36:36Z
DrakonGaming
39162358
Created page with "{{Infobox_character|name = Jäger von Taldor|image = Aa34b72c3e8947c034e1fe3a5fca5ab1.jpg|aliases = Jäger, Gun Guy, Emotionless Bastard, A******, Sniper, Masked Man, Ungratef..."
408
wikitext
text/x-wiki
{{Infobox_character|name = Jäger von Taldor|image = Aa34b72c3e8947c034e1fe3a5fca5ab1.jpg|aliases = Jäger, Gun Guy, Emotionless Bastard, A******, Sniper, Masked Man, Ungrateful Prick, Murderer, Smiley|relatives = N/A|affiliation = The Black Mask|marital = N/A|birthDate = --/--/----|birthPlace = Taldor|species = Sylph|gender = Male|height = 6' (182cm)|weight = 160lbs|eyes = Crystal Blue}}
== '''Appearance''' ==
A man with eyes that reflect the cool blue color of the sky and stands tall with elegance and an air of sternness. He usually always has on a suit and tie, whether it be brown (Like as shown on the image) or a slick black. Under the said suit, his body appears to be well built but rather skinny. It appears that he has no notable scars, birthmarks, disfigurements, etc of any kind. He is usually seen carrying a black case made up of a sturdy leather. If he is not seen with his case, he is usually seen with a backpack with random odds and ends as if he is preparing for something or stocking up on supplies.
== '''Personality''' ==
As one of his many names states, he tends to be an emotionless bastard to those he shares no relation to. On the outside, he is typically though to care only for himself. He's is an intellectual and would rather play it smart than rush head first into dangerous scenarios. When he's on a job, he falsifies his emotions with near perfection so that it goes smoothly, and like the sniper he is, he stays at his maximum range. When not on a job, he remains quiet and preps for his next job. The only breaks he takes advantage of is going in and out of the Black Mask shop in the Ascendant Court district and going into an inn/tavern to sit down and relax as he goes over some files and designs a new rifle for himself. It's rare for him to open his heart to others, and even rarer for him to start conversations. No matter the amount of insults that are thrown his way, he will just shrug them off and add them to the names he has.
== '''Background''' ==
6gh6p515cn9kz21mbhk8zni7m9r7sk7
Kaldra Labreque
0
743
1524
2020-08-19T23:58:34Z
Mirahvesius
46672184
Wrote out the story for Kaldra as it currently stands.
1524
wikitext
text/x-wiki
{{Infobox_character|name = Kaldra Labreque|image = Kaldra icon.png|imagecaption = Kaldra|aliases = The Firefang, The Feychild|relatives = Thalia Labreque (mother, currently residing with her in Absalom), Siron Labreque (Father, Whereabouts Unknown|affiliation = The Seelie Courts, Absalom|marital = Single|birthDate = The 27th of Lamashan, 4711 AR|birthPlace = The Seelie Woods, Feywilds|species = Kitsune (feytouched)|gender = Female|height = 4'9"|weight = 98 lbs|eyes = Green}}Kaldra is a young Kitsune who was born in the Feywilds to a fey father and kitsune mother. After her father vanished and her Mother was taken by The Collector in the heart of the Unseelie Woods, Kaldra was more or less raised by the fey in the Verderon Woods in the Shining Kingdoms, spending part of her life in Andoran, where she had temporarily been adopted by a couple. After some mishaps with the fey, who had believed Kaldra was kidnapped by the humans and began lashing out at them, Kaldra returned to a life in the forests, at this point often chased out by the humans in Andoran due to her connections to the Fey.
On Desnus 15, 4730, Kaldra arrived in Absalom, and immediately encountered a man named [https://absalom-the-city-of-secrets.fandom.com/wiki/Simion_Ungur Simion Ungur] in the Puddles, who proceeded to introduce the young kitsune to this new world. In short order, she also met [https://absalom-the-city-of-secrets.fandom.com/wiki/Talon Talon], another adventurer who would become a rather steady friend of hers as she made a name for herself in Absalom.
== The Fey ==
On a quest to help locate a lost girl at an all-girl's academy, Kaldra encountered a group of seelie fey who had been trying to teach the girls how best to understand and live alongside nature, but unwittingly risked the safety of a girl who fell and hit her head on a stone. Kaldra used her previous connections to the Fey- without knowledge of her fey lineage- to speak with them on even terms, and convince them to trust the group and lead them to the wounded girl without any fighting. These fey- a group of Brownies, came to respect Kaldra, and invited her specifically back into the woods at any time.
With their guidance, and with gifts they had given her of gems as a thank you for the assistance in saving the girl, she began to pour her power into a ring they forged- a special item of immense power to help her channel and focus her latent fire magic... but little did she know it had an added affect. This beautiful woven ring with a red ruby, Kaldra's Feyfire Ring, had an added effect that helped her to channel her inner fey heritage into her magic, making it harder to resist the feyfire she used as opposed to normal flames, and helping her to channel her latent fey abilities from her father. Further, it grew with her, and became a symbol of her connection to the fey realms... and in a way, a symbol of her heritage as one beloved by the seelie fey. As she grew more into her own, the fey noticed her... The seelie fey grew to love her, while the unseelie courts grew to loathe her.
[[File:Kaldra's Feyfire Ring.jpg|thumb|220x220px|Kaldra's Feyfire Ring]]
Eventually, she came to the Fey Realms once more after many years of travel, and assisted the prince of the Seelie Courts, Puck, in avoiding the treacherous advances of the winter queen. Puck recognized Kaldra for what she was, and finally revealed to her the truth to her lineage... and where to find her mother... as a thank you for assisting him in his own time of need, and removing one of his enemies from existence.
== Reunion ==
Calling upon the help of some of her allies from Absalom, Kaldra advanced into the unseelie woods in search of the tower that The Collector, a powerful and possessive fey, held her mother. Once a kitsune of divine beauty and elegance, Thalia Labreque was prized in the Fey Wilds just as much as Kaldra is now: Elegant, beautiful, and seeming to be steeped in fey magic and an overwhelming charisma, Thalia was an astonishingly beautiful woman, leading to The Collector's interest.
With the assistance of her allies, Kaldra managed to locate and rescue her mother, returning to Absalom and living with her there, nursing her back to health. Now older and gray where once she had beautiful scarlet hair, Kaldra's mother bore the test of time poorly in the stress and forgotten conditions of The Collector's tower. Now, she seeks to help her mother heal- Body, mind, and soul- while learning about her heritage, not just as a feytouched, but apparently as a daughter of the Autumn Prince of the Seelie Courts: Siron Labreque.
The whereabouts of her father are currently unknown, however Kaldra is searching for a way of learning where he is, and what happened to him. At this time, the crown of the Autumn Seat of the Seelie Court is unheld, leading to a disbalance of power, however the crown cannot be given to anyone until the current bearer is dead. While Kaldra has never been within the Autumn Forests of the Seelie Lands, if her father is not found before he dies, she may well end up in a position where she becomes the new Autumn Princess.
jj6bbi7dczpdt043tk2fk43g2tji7zo
Kasumi Brightfang AKA Wolf
0
792
1638
2020-10-04T04:53:22Z
Bigfish312
45956493
Created page with "== ''"The dark must Cleanse itself or the light will burn us all"'' == {{ATCOS_Character_Infobox|title1 = Kasumi brightfang|image1 = Kitsune true.png|caption1 = Kasumi in work..."
1638
wikitext
text/x-wiki
== ''"The dark must Cleanse itself or the light will burn us all"'' ==
{{ATCOS_Character_Infobox|title1 = Kasumi brightfang|image1 = Kitsune true.png|caption1 = Kasumi in workout gear|gender = Female|race = Kitsune pureblood|class = Vigilante|alignment = C/N|deity = NA|age = 28|height = 4'11''|weight = 95LB|hair = White|eyes = Amber}}
== Appearance ==
==== Kasumi Brightfang - 'True skin' ====
Looks are more of a fluid state for a shapechanger of Kasumi's ability, taking on many forms as the need arises. The form she now uses most is that of her true skin, the one her parents and time have given her. In Her true skin she is a White Furred Kitsune, the colour fading to a mid-grey at the hands and feet as well as at the tips of her ears and her two bushy tails. Unlike many of her kind her facial features are much closer to that of a fox than a human, with a long snout ending in a black nose and a mouth full of carnivores teeth. Her amber eyes are bright and alert, always on the lookout for danger.
Her choice in clothing varies with the need of the alias she is currently using, but her preference is for baggy or comfortably loose loose clothes in pastel tones as to not clash too harshly with her white fur. The fact that baggy clothing lets her conceal a surprising amount of daggers on her person and the well fitted mithril links of her armour is merely a bonus.
==== Wolf - 'Vigilante persona' ====
Wolf is a very feral looking black furred kitsune with eyes of bright yellow and a single tail. Pairing the appearance with outer layers of black fur clothing lead many to mistake them for a Werewolf when they explode out from the shadows to attack. Few who get to see Wolf get to do so twice.
== Personality ==
The life she leads is a two-fold path, for a Vigilante must distance themselves from their home life in more than just appearance and as such she has two.
=== Kasumi Brightfang - Social identity ===
Kasumi is outgoing and friendly, taking any chance she can get to make to new friends and contacts. Her natural charisma lend itself well to the task and can easily adjust to fit in with the crowd. She is quick to help others, often taking risks and fronting costs to help her allies should the need arise. Being a social butterfly comes naturally to her and always makes a point of forming good relations with people in the area she is working. As generous as she is with friends, the opposite is true for whom she sees as a foe. One of her defining sayings is ''"Enemies come in two types; those who have been sufficiently dealt with and those who are still alive"''. Under all is a darker drive, one she hides and restrains, burying it away from the world.
=== Wolf - Vigilante Identity ===
Wolf is her darker side let loose and as such her personality changes to one quite different from the excitable woman she shows the world. Her interactions with others are much colder, preferring to use Wolf's reputation to scare information out of people instead of working to gain their trust and friendship. Wolf is quick to anger and ruthless when it comes to foes, usually ensuring there are no survivors left when she is done. Wolf is a killer and prefers to ensure a foe is truly dead before attacking the next, using the heartless murder to instill fear in the others.
== History ==
=== The early years ===
Kasumi was born in the spring of 4701 she never knew the exact day, her mother just referring to her as a Child of spring. She is also unsure of the exact location of her birth as she was born on the road as part of a travelers caravan. Her earliest memories put them traveling through Ustalav, the insular nature of the people meaning she was shut away much of the time. Only a few on the caravan knew what the two were, as her mother kept to human form and taught kasumi how to do the same when she was very young.
=== The Skin hunters ===
The troubles started soon after the caravan entered the bounds of Isger, A Catfolk man went missing one night as they camped in the woods, his body never being found never found. One of the hunters they met mentioning a bounty being offered for folk with unusual features, the night after a Tiefling was snatched from her tent without anyone hearing a thing. Knowing that friendship if fickle when lots of gold is involved, her mother took what they could and fled the caravan with kasumi after it set up in the small town of Umok. leaving on foot into the Chitterwood the next day, to try and throw off any trackers they both took on new faces.
=== Loss, vengeance and the birth of Wolf ===
Though both were accustomed to life on the road, neither were expert woodsman and the speed of their flight left them little in the way of provisions. Hiroaki, her mother grew sick a few days in, the cold and wet forcing them to take shelter in a thick grove and risk a fire. Kasumi had to hunt food for them both, using her fox form to bring down hare and rabbits and bring fresh water as her mother tried to fight the fever.
It was while out on one such hunt that it happened, the hunters they had been fleeing for longer than Kasumi knew had found them. She returned to their improvised camp to find the body of her mother, skinned and missing her tails. Something changed in her at the sight, the sudden loss and brutality of it fueling the fires of vengeance that still burn in her today. She had been a good tracker as a fox and the stink of these humans filled the place her mother had died.
It took her two days to catch up with them, a camp of their own nearly all the way back to the town. The three men were celebrating a hunt which would bring them much coin and were well into there cups when she found them. Waiting and watching until long after dark, kasumi crept into the camp once all three had drunk them selves into sleep; killing each with a small dagger that was her mothers. The deaths did not end with them, notes and a map in one of their packs led to another camp and from there to a tanner who would preserve the illegal pelts for them.
She traced the it all the way back to the collector who had paid for her mothers murder, feeding her hunger for vengeance with their lives. But the empty space in her heart was not filled, leaving blackness that would only be driven back for a time by taking a life. A side of her she had to let out, least it turn its fangs inward.
=== School of hard knocks ===
Growing as an orphan who could not show her own face in fear of the hunters from her past was not kind. More than once having to let the Wolf in her free to save her from unwanted attention. Getting in with a street gang for a time and learning blade skills and the art of pickpocketing from them before moving on when rumors of Wolf started gaining attention. Each time moving further south and east or wherever a caravan would take her in exchange for work.
=== Crew for hire ===
In her late teens her finesse in defending a caravan from bandits got the attention of a mercenary group she shared the trip with. The Captain of which offered her the chance at training and real employment for the first time. It was at their ship in the port of Cassomir that she met someone who would become their first real friend and the first Kitsune she had seen since the death of her mother.
Edem Vedur was a swords-woman of great skill and carried herself with the grace she had only seen in those of Noble blood. Opening up to her about who she really was, Kasumi found not only a friend, but someone who she saw as the big sister she never had. Edem kept her word and did not let the others know Kas was not the human she appeared to be, teaching her the ropes of Company life and how to fight as part of a unit.
=== A company broken ===
It was nearly Six months after joining that lady luck decided it was time to call in her dues and end Kasumi's good run. The company was hired to help one side of a border skirmish between Taldor and Qudira, the plan being to use their ship to land on the banks of a thick woodland before taking the crossings defenders in the flank. But something leaked and they were ambushed as soon as the first people set foot on land by archers hidden in the woods, two of the company being taken prisoner by the enemy in the withdraw. Falling back to heal their injured, the captain dropped them off to make landfall at a neutral port further down the coast and march over land to aid in the battle to come.
Either by a spy in their ranks or by unseen magic the enemy found them again, this time camped too far away from the coast to retreat and their commander ordered them to scatter and make best their escape. Edem and herself managing to slip away in the confusion under the guise of injured attackers retreating. It did not last long and they were both cornered in a thicker area of forest. At the time Kasumi thought Edem had died in the fighting, her friend using a fire bomb to cut the enemy off from her and turn to make a last stand. An injury her friend had taken from an arrow was slowing her to the point those following them would run them to ground soon. Already grieving at her friends death, Kas took on her fox form and fled deeper into the forest.
=== Hell on the high seas ===
Kasumi was not the biggest fan of boats at the best of times, but fleeing the area as quickly as possible gave her little option. With the little coin she had left she managed to buy passage on a merchant ship going from Katheer to Absalom, only affording a hammock birth and basic rations for the three week trip. Already feeling sick from stress and the swaying of the ship, they were caught in a freak storm and nearly sunk. She hardly kept a thing down all trip, doing little more than sleep, vomit and feel sorry for herself for the whole trip. She had only planned to use the great capitol as a stepping stone in her travels, but this trip would firmly fix her feet on dry land.
== City Life ==
=== A home and a hunt ===
It did not take kasumi long to find her way to the slum district known as The Puddles, with no money to her name and most of her skills and experience pointing to the seedier side of life it was no long before she got in with one of the gangs as a look out and thief. As her experience grew she made a name for herself as a Finder and Fixer, leaving the gang when they started to ask too much of her, discarding the face she had shown them like a regular person would throw away worn out clothes. Eventually settling into an abandoned warehouse down by the waterfront and from there would seek out the real scumbag gang members making life hell for those unfortunate enough to be stuck here and let Wolf out to play.
=== Love and War ===
On the day before the great invasion, kasumi had walked among the people of the city in her true skin for the first time. Nervously drinking outside a tavern in Westgate she was approached by a man she took for a beggar at first, scruffy and looking lost. After talking he was much more competent than he seemed and something about him made her trust him. fighting the gangs had been getting too much to cope with alone, so decided to risk letting him into her confidence.
After passing a few test she set and talking long into the evening, that trust had grown into something more she invited him to stay. Craig was far more than the down on his luck beggar she had taken him for, she had hoped for a partner in the field but found a lover she didn't know she needed.
The next morning he shook her awake, the loud clanking of the cities alarm bells sounding and the far echo of war horns rolling to her now alert ears. The morning after their first night together was the invasion of Absalom and the enemy was all ready landing its troops by the time they made a break out of the puddles.
=== Blood and Scars ===
The pair grabbed her small stash of weapons and anything useful she could cram into the bags she had. Dumping the spare weapons with another group of survivors, Craig and herself made it to Westgate and watched as the wards on the great gate began to fail. A block from the gate was an aid station where troops and townspeople alike were being treated, many of which could not be moved. It was here the pair took a stand with several others trying to keep the hoard of invaders away from those too weak to defend themselves.
axowwnsjjo5064skixo3wyb7048qbsp
1640
1638
2020-10-06T16:26:21Z
Bigfish312
45956493
/* Wolf - Vigilante Identity */
1640
wikitext
text/x-wiki
== ''"The dark must Cleanse itself or the light will burn us all"'' ==
{{ATCOS_Character_Infobox|title1 = Kasumi brightfang|image1 = Kitsune true.png|caption1 = Kasumi in workout gear|gender = Female|race = Kitsune pureblood|class = Vigilante|alignment = C/N|deity = NA|age = 28|height = 4'11''|weight = 95LB|hair = White|eyes = Amber}}
== Appearance ==
==== Kasumi Brightfang - 'True skin' ====
Looks are more of a fluid state for a shapechanger of Kasumi's ability, taking on many forms as the need arises. The form she now uses most is that of her true skin, the one her parents and time have given her. In Her true skin she is a White Furred Kitsune, the colour fading to a mid-grey at the hands and feet as well as at the tips of her ears and her two bushy tails. Unlike many of her kind her facial features are much closer to that of a fox than a human, with a long snout ending in a black nose and a mouth full of carnivores teeth. Her amber eyes are bright and alert, always on the lookout for danger.
Her choice in clothing varies with the need of the alias she is currently using, but her preference is for baggy or comfortably loose loose clothes in pastel tones as to not clash too harshly with her white fur. The fact that baggy clothing lets her conceal a surprising amount of daggers on her person and the well fitted mithril links of her armour is merely a bonus.
==== Wolf - 'Vigilante persona' ====
Wolf is a very feral looking black furred kitsune with eyes of bright yellow and a single tail. Pairing the appearance with outer layers of black fur clothing lead many to mistake them for a Werewolf when they explode out from the shadows to attack. Few who get to see Wolf get to do so twice.
== Personality ==
The life she leads is a two-fold path, for a Vigilante must distance themselves from their home life in more than just appearance and as such she has two.
=== Kasumi Brightfang - Social identity ===
Kasumi is outgoing and friendly, taking any chance she can get to make to new friends and contacts. Her natural charisma lend itself well to the task and can easily adjust to fit in with the crowd. She is quick to help others, often taking risks and fronting costs to help her allies should the need arise. Being a social butterfly comes naturally to her and always makes a point of forming good relations with people in the area she is working. As generous as she is with friends, the opposite is true for whom she sees as a foe. One of her defining sayings is ''"Enemies come in two types; those who have been sufficiently dealt with and those who are still alive"''. Under all is a darker drive, one she hides and restrains, burying it away from the world.
=== Wolf - Vigilante Identity ===
[[File:Vigi kitsune.jpg|thumb|283x283px]]
Wolf is her darker side let loose and as such her personality changes to one quite different from the excitable woman she shows the world. Her interactions with others are much colder, preferring to use Wolf's reputation to scare information out of people instead of working to gain their trust and friendship. Wolf is quick to anger and ruthless when it comes to foes, usually ensuring there are no survivors left when she is done. Wolf is a killer and prefers to ensure a foe is truly dead before attacking the next, using the heartless murder to instill fear in the others.
== History ==
=== The early years ===
Kasumi was born in the spring of 4701 she never knew the exact day, her mother just referring to her as a Child of spring. She is also unsure of the exact location of her birth as she was born on the road as part of a travelers caravan. Her earliest memories put them traveling through Ustalav, the insular nature of the people meaning she was shut away much of the time. Only a few on the caravan knew what the two were, as her mother kept to human form and taught kasumi how to do the same when she was very young.
=== The Skin hunters ===
The troubles started soon after the caravan entered the bounds of Isger, A Catfolk man went missing one night as they camped in the woods, his body never being found never found. One of the hunters they met mentioning a bounty being offered for folk with unusual features, the night after a Tiefling was snatched from her tent without anyone hearing a thing. Knowing that friendship if fickle when lots of gold is involved, her mother took what they could and fled the caravan with kasumi after it set up in the small town of Umok. leaving on foot into the Chitterwood the next day, to try and throw off any trackers they both took on new faces.
=== Loss, vengeance and the birth of Wolf ===
Though both were accustomed to life on the road, neither were expert woodsman and the speed of their flight left them little in the way of provisions. Hiroaki, her mother grew sick a few days in, the cold and wet forcing them to take shelter in a thick grove and risk a fire. Kasumi had to hunt food for them both, using her fox form to bring down hare and rabbits and bring fresh water as her mother tried to fight the fever.
It was while out on one such hunt that it happened, the hunters they had been fleeing for longer than Kasumi knew had found them. She returned to their improvised camp to find the body of her mother, skinned and missing her tails. Something changed in her at the sight, the sudden loss and brutality of it fueling the fires of vengeance that still burn in her today. She had been a good tracker as a fox and the stink of these humans filled the place her mother had died.
It took her two days to catch up with them, a camp of their own nearly all the way back to the town. The three men were celebrating a hunt which would bring them much coin and were well into there cups when she found them. Waiting and watching until long after dark, kasumi crept into the camp once all three had drunk them selves into sleep; killing each with a small dagger that was her mothers. The deaths did not end with them, notes and a map in one of their packs led to another camp and from there to a tanner who would preserve the illegal pelts for them.
She traced the it all the way back to the collector who had paid for her mothers murder, feeding her hunger for vengeance with their lives. But the empty space in her heart was not filled, leaving blackness that would only be driven back for a time by taking a life. A side of her she had to let out, least it turn its fangs inward.
=== School of hard knocks ===
Growing as an orphan who could not show her own face in fear of the hunters from her past was not kind. More than once having to let the Wolf in her free to save her from unwanted attention. Getting in with a street gang for a time and learning blade skills and the art of pickpocketing from them before moving on when rumors of Wolf started gaining attention. Each time moving further south and east or wherever a caravan would take her in exchange for work.
=== Crew for hire ===
In her late teens her finesse in defending a caravan from bandits got the attention of a mercenary group she shared the trip with. The Captain of which offered her the chance at training and real employment for the first time. It was at their ship in the port of Cassomir that she met someone who would become their first real friend and the first Kitsune she had seen since the death of her mother.
Edem Vedur was a swords-woman of great skill and carried herself with the grace she had only seen in those of Noble blood. Opening up to her about who she really was, Kasumi found not only a friend, but someone who she saw as the big sister she never had. Edem kept her word and did not let the others know Kas was not the human she appeared to be, teaching her the ropes of Company life and how to fight as part of a unit.
=== A company broken ===
It was nearly Six months after joining that lady luck decided it was time to call in her dues and end Kasumi's good run. The company was hired to help one side of a border skirmish between Taldor and Qudira, the plan being to use their ship to land on the banks of a thick woodland before taking the crossings defenders in the flank. But something leaked and they were ambushed as soon as the first people set foot on land by archers hidden in the woods, two of the company being taken prisoner by the enemy in the withdraw. Falling back to heal their injured, the captain dropped them off to make landfall at a neutral port further down the coast and march over land to aid in the battle to come.
Either by a spy in their ranks or by unseen magic the enemy found them again, this time camped too far away from the coast to retreat and their commander ordered them to scatter and make best their escape. Edem and herself managing to slip away in the confusion under the guise of injured attackers retreating. It did not last long and they were both cornered in a thicker area of forest. At the time Kasumi thought Edem had died in the fighting, her friend using a fire bomb to cut the enemy off from her and turn to make a last stand. An injury her friend had taken from an arrow was slowing her to the point those following them would run them to ground soon. Already grieving at her friends death, Kas took on her fox form and fled deeper into the forest.
=== Hell on the high seas ===
Kasumi was not the biggest fan of boats at the best of times, but fleeing the area as quickly as possible gave her little option. With the little coin she had left she managed to buy passage on a merchant ship going from Katheer to Absalom, only affording a hammock birth and basic rations for the three week trip. Already feeling sick from stress and the swaying of the ship, they were caught in a freak storm and nearly sunk. She hardly kept a thing down all trip, doing little more than sleep, vomit and feel sorry for herself for the whole trip. She had only planned to use the great capitol as a stepping stone in her travels, but this trip would firmly fix her feet on dry land.
== City Life ==
=== A home and a hunt ===
It did not take kasumi long to find her way to the slum district known as The Puddles, with no money to her name and most of her skills and experience pointing to the seedier side of life it was no long before she got in with one of the gangs as a look out and thief. As her experience grew she made a name for herself as a Finder and Fixer, leaving the gang when they started to ask too much of her, discarding the face she had shown them like a regular person would throw away worn out clothes. Eventually settling into an abandoned warehouse down by the waterfront and from there would seek out the real scumbag gang members making life hell for those unfortunate enough to be stuck here and let Wolf out to play.
=== Love and War ===
On the day before the great invasion, kasumi had walked among the people of the city in her true skin for the first time. Nervously drinking outside a tavern in Westgate she was approached by a man she took for a beggar at first, scruffy and looking lost. After talking he was much more competent than he seemed and something about him made her trust him. fighting the gangs had been getting too much to cope with alone, so decided to risk letting him into her confidence.
After passing a few test she set and talking long into the evening, that trust had grown into something more she invited him to stay. Craig was far more than the down on his luck beggar she had taken him for, she had hoped for a partner in the field but found a lover she didn't know she needed.
The next morning he shook her awake, the loud clanking of the cities alarm bells sounding and the far echo of war horns rolling to her now alert ears. The morning after their first night together was the invasion of Absalom and the enemy was all ready landing its troops by the time they made a break out of the puddles.
=== Blood and Scars ===
The pair grabbed her small stash of weapons and anything useful she could cram into the bags she had. Dumping the spare weapons with another group of survivors, Craig and herself made it to Westgate and watched as the wards on the great gate began to fail. A block from the gate was an aid station where troops and townspeople alike were being treated, many of which could not be moved. It was here the pair took a stand with several others trying to keep the hoard of invaders away from those too weak to defend themselves.
1kud79em9wa5y4sqsh5dyv5hfqb1dqf
Katusia Mialin
0
833
1742
2020-11-12T01:42:12Z
Mirahvesius
46672184
Created Katusia's page
1742
wikitext
text/x-wiki
{{Infobox_character|name = Katusia Mialin|image = Katusia.jpg|imagecaption = Katusia Mialin- Next in line to the Mialin line|aliases = Katusia; The Spear of the Mialin Family; The Winged Inheritor; Fourth Child of the Mialin line|relatives = Father: Kathirtos Mialin: Current head.~
Brother (eldest): Alberos Mialin~
Sister (second): Sikia Mialin~
Brother (third): Fathos Mialin~
Brother (fifth): Miskan Mialin~
Sister (sixth): Yuthari Mialin~
Brother (Seventh): Tatirin Mialin~
Mother: Alfothia Mialin~
"Maid": Elemia Nephrite|affiliation = The Mialin Lineage, Absalom|marital = Unmarried|birthDate = The 26th of Arodus, 4710|birthPlace = Absalom, in her family's home|species = Aasimar- Angelkin|gender = Female|height = 5'2"|weight = 92 lbs|eyes = Blue}}Katusia Mialin, born of House Mialin, was viewed as a blessing by the house. As a group that strongly believes in their connections to Aroden and the Azlanti heritage, the birth of an Aasimar to their household of obviously angelic descent was a matter most considered a sign of their household's divine connections. However, as a household that also held to the importance of Humanity and it's concrete connection to the world of man, she was viewed almost more of a trophy of the house's connection than as an individual with any actual claim to title or greatness within the family. Not being a human like the rest of her family, it was believed that she could never be chosen by one of the spirit blades their family used as a concept of succession, nor was she taken seriously as a contender.
As one after another, her siblings were spurned by the ritual of succession and not chosen by a spirit blade, many of them took this out on Katusia. For the most part, this took form in scathing comments, disdainful treatment, and verbal abuse... None of them dared actually strike an individual of angelic descent. However, the love and adoration she received from others developed an almost burning hatred from her siblings, their failure to be recognized within the family turning them against her as someone who seemed to not even need to do anything to be loved. In a way, she was put on a pedestal by her elders as proof of the power of the family, even as she was rendered as unimportant in the grand scale of matters. The golden gilding that made them look good, no more.
That all changed when, through either a stroke of irritation, a wild guess, or simply a whim of fate, her father Kathirtos elected to allow Elemia a chance at the ritual of succession. She was brought into the familial chambers to be observed by the spirits, as many of her family bemoaned the situation. Some thought that, with the lack of a new successor being named, the family had fallen out of grace with the spirits. Others believed the child had not been born yet, and they still had a chance. Nobody considered Katusia, the non-human descendent who was just the family showpiece, could be the next in line.
She emerged from the ceremony with spear in hand, Elemia having awoken to her touch. Her family was shocked.
== Succession- Thereafter ==
Shortly after Katusia emerged as the successor that would take the place of head of the family after her father stepped down, things changed for Katusia. A constant drilling of battle tactics, ceremonies, rituals... She hardly at time to herself as the family rapidly tried to catch her up on teachings and matters that they thought would never matter for her. The Angelkin girl was now an object of disbelief and admiration all in one, and her siblings that once disdained her did not know what to do.
[[File:Elemia.png|thumb|311x311px|Elemia (embodiment)]]
Regardless of all of this, Katusia now had a staunch and constant ally that saw to her needs as she needed them. The spear, Elemia, had a physical humanoid form, and seemed to take upon herself the role of a servant for the young Katusia. This was not entirely out of the ordinary- many people outside of the family hardly knew of the rights of spirit blade that decided the next head, and as such having the blade take on a more personal role meant that they could often enter areas seemingly unarmed, but have a weapon at their side at a moment's notice- something often necessary given the volatile nature of Absalom as a whole.
She was now expected to be present at many of the official dealings to learn about how the family approached their work. She was expected to attend military drills and tour battle emplacements. She was expected to read books on strategy, to take classes on noble demeanor, and most importantly... to fight, something she had never actually been expected to do before. Obviously, she had a lot to learn, but she was growing resentful of her family's constant expectations of her, and constant pushing.
== Adventuring ==
After she had risen to acclaim herself, Katusia was deemed too weak by many of her peers in the family- not of body, her strength was without doubt... but weak in skill. They wanted her to gain power as a combatant, and prove herself on the field of battle. Katusia, however, was tired of constant drills and repetitive battles. She felt she wasn't learning from them, and even worse, she felt the constant tedium of drills after drills day in, day out, was boring. There was more to life than the constant push and pull of single-file tactics and strategy. She enjoyed fighting- it was something she actually found fun... But if she was going to be expected to defend not only the house, but aid in the defense of Absalom as her house did, she needed much more than simple drilling on tactics.
She approached her father one day about this, and made a suggestion: That she should be an adventurer. Adventurers constantly had to fight in some of the most dire, difficult, and complicated situations, and make snap judgements on the field that training in a line with soldiers would never truly discipline her in. To her surprise, he agreed. He disdained the chaos and sometimes outright barbarism adventurers often showed, but it was a good way for her to better learn not only how to deal with the strict push and pull of a life or death battle, but also learn how to operate with somewhat less... regulated... combatants in the field. Taking Elemia with her, Katusia set forth to the adventurer's guild, with the intent on learning as much as she could.
== Eccentricities. ==
There are many... odd... aspects of behavior about Katusia. These things are measures of her lineage, for one, but also in some cases particulars of her upbringing. Raised as a soldier, to a degree, she knows about the rigors and dangers of combat. However, due to her sheltered and- quite honestly- gentle upbringing, she has little knowledge of the true hardships of battle. When things go poorly for her, it's not hard for her to start getting worried. After all, she had been raised up until the point where she first placed her hand on Elemia without much worry or struggle barring the verbal abuses of her siblings.
[[File:Mead-honey-wine1-393x524.jpg|thumb|293x293px]]
Then, there's the... dietary... aspect. As a non-human, a certain level of dietary consideration is to be expected. Katusia, however, quite literally eats nothing but wine and honey. In fact, she will not eat other foods unless honey is a present factor. Many consider her to just have a sweet tooth, but the fact of the matter is a small portion of her body expressly expects the ambrosia of the divine realm. Honey is almost a requirement for her diet, and wine is something of a defined part of her due to her angelic background. As a result, her meals can often seem a bit... Odd... to the outside eye.
Finally, there's the distinct sense of attachment to her weapon. Having long been basically alone- put on a pedestal by her family, but functionally 'different' and often disdained by the siblings that she would normally have been raised alongside, Katusia tends to take great comfort in the one friend she has- Elemia. Even beyond that, however, comes something of an overprotective nature toward others. Interestingly enough, she tends to channel some of the bravery of her angelic side into a steadfast desire to protect her companions, even if things get dire for her.
jn4n1kd3din229tmlzz0qng8l19cfr1
1743
1742
2020-11-12T01:42:58Z
Mirahvesius
46672184
slight change to birth date.
1743
wikitext
text/x-wiki
{{Infobox_character|name = Katusia Mialin|image = Katusia.jpg|imagecaption = Katusia Mialin- Next in line to the Mialin line|aliases = Katusia; The Spear of the Mialin Family; The Winged Inheritor; Fourth Child of the Mialin line|relatives = Father: Kathirtos Mialin: Current head.~
Brother (eldest): Alberos Mialin~
Sister (second): Sikia Mialin~
Brother (third): Fathos Mialin~
Brother (fifth): Miskan Mialin~
Sister (sixth): Yuthari Mialin~
Brother (Seventh): Tatirin Mialin~
Mother: Alfothia Mialin~
"Maid": Elemia Nephrite|affiliation = The Mialin Lineage, Absalom|marital = Unmarried|birthDate = The 26th of Arodus, 4709|birthPlace = Absalom, in her family's home|species = Aasimar- Angelkin|gender = Female|height = 5'2"|weight = 92 lbs|eyes = Blue}}Katusia Mialin, born of House Mialin, was viewed as a blessing by the house. As a group that strongly believes in their connections to Aroden and the Azlanti heritage, the birth of an Aasimar to their household of obviously angelic descent was a matter most considered a sign of their household's divine connections. However, as a household that also held to the importance of Humanity and it's concrete connection to the world of man, she was viewed almost more of a trophy of the house's connection than as an individual with any actual claim to title or greatness within the family. Not being a human like the rest of her family, it was believed that she could never be chosen by one of the spirit blades their family used as a concept of succession, nor was she taken seriously as a contender.
As one after another, her siblings were spurned by the ritual of succession and not chosen by a spirit blade, many of them took this out on Katusia. For the most part, this took form in scathing comments, disdainful treatment, and verbal abuse... None of them dared actually strike an individual of angelic descent. However, the love and adoration she received from others developed an almost burning hatred from her siblings, their failure to be recognized within the family turning them against her as someone who seemed to not even need to do anything to be loved. In a way, she was put on a pedestal by her elders as proof of the power of the family, even as she was rendered as unimportant in the grand scale of matters. The golden gilding that made them look good, no more.
That all changed when, through either a stroke of irritation, a wild guess, or simply a whim of fate, her father Kathirtos elected to allow Elemia a chance at the ritual of succession. She was brought into the familial chambers to be observed by the spirits, as many of her family bemoaned the situation. Some thought that, with the lack of a new successor being named, the family had fallen out of grace with the spirits. Others believed the child had not been born yet, and they still had a chance. Nobody considered Katusia, the non-human descendent who was just the family showpiece, could be the next in line.
She emerged from the ceremony with spear in hand, Elemia having awoken to her touch. Her family was shocked.
== Succession- Thereafter ==
Shortly after Katusia emerged as the successor that would take the place of head of the family after her father stepped down, things changed for Katusia. A constant drilling of battle tactics, ceremonies, rituals... She hardly at time to herself as the family rapidly tried to catch her up on teachings and matters that they thought would never matter for her. The Angelkin girl was now an object of disbelief and admiration all in one, and her siblings that once disdained her did not know what to do.
[[File:Elemia.png|thumb|311x311px|Elemia (embodiment)]]
Regardless of all of this, Katusia now had a staunch and constant ally that saw to her needs as she needed them. The spear, Elemia, had a physical humanoid form, and seemed to take upon herself the role of a servant for the young Katusia. This was not entirely out of the ordinary- many people outside of the family hardly knew of the rights of spirit blade that decided the next head, and as such having the blade take on a more personal role meant that they could often enter areas seemingly unarmed, but have a weapon at their side at a moment's notice- something often necessary given the volatile nature of Absalom as a whole.
She was now expected to be present at many of the official dealings to learn about how the family approached their work. She was expected to attend military drills and tour battle emplacements. She was expected to read books on strategy, to take classes on noble demeanor, and most importantly... to fight, something she had never actually been expected to do before. Obviously, she had a lot to learn, but she was growing resentful of her family's constant expectations of her, and constant pushing.
== Adventuring ==
After she had risen to acclaim herself, Katusia was deemed too weak by many of her peers in the family- not of body, her strength was without doubt... but weak in skill. They wanted her to gain power as a combatant, and prove herself on the field of battle. Katusia, however, was tired of constant drills and repetitive battles. She felt she wasn't learning from them, and even worse, she felt the constant tedium of drills after drills day in, day out, was boring. There was more to life than the constant push and pull of single-file tactics and strategy. She enjoyed fighting- it was something she actually found fun... But if she was going to be expected to defend not only the house, but aid in the defense of Absalom as her house did, she needed much more than simple drilling on tactics.
She approached her father one day about this, and made a suggestion: That she should be an adventurer. Adventurers constantly had to fight in some of the most dire, difficult, and complicated situations, and make snap judgements on the field that training in a line with soldiers would never truly discipline her in. To her surprise, he agreed. He disdained the chaos and sometimes outright barbarism adventurers often showed, but it was a good way for her to better learn not only how to deal with the strict push and pull of a life or death battle, but also learn how to operate with somewhat less... regulated... combatants in the field. Taking Elemia with her, Katusia set forth to the adventurer's guild, with the intent on learning as much as she could.
== Eccentricities. ==
There are many... odd... aspects of behavior about Katusia. These things are measures of her lineage, for one, but also in some cases particulars of her upbringing. Raised as a soldier, to a degree, she knows about the rigors and dangers of combat. However, due to her sheltered and- quite honestly- gentle upbringing, she has little knowledge of the true hardships of battle. When things go poorly for her, it's not hard for her to start getting worried. After all, she had been raised up until the point where she first placed her hand on Elemia without much worry or struggle barring the verbal abuses of her siblings.
[[File:Mead-honey-wine1-393x524.jpg|thumb|293x293px]]
Then, there's the... dietary... aspect. As a non-human, a certain level of dietary consideration is to be expected. Katusia, however, quite literally eats nothing but wine and honey. In fact, she will not eat other foods unless honey is a present factor. Many consider her to just have a sweet tooth, but the fact of the matter is a small portion of her body expressly expects the ambrosia of the divine realm. Honey is almost a requirement for her diet, and wine is something of a defined part of her due to her angelic background. As a result, her meals can often seem a bit... Odd... to the outside eye.
Finally, there's the distinct sense of attachment to her weapon. Having long been basically alone- put on a pedestal by her family, but functionally 'different' and often disdained by the siblings that she would normally have been raised alongside, Katusia tends to take great comfort in the one friend she has- Elemia. Even beyond that, however, comes something of an overprotective nature toward others. Interestingly enough, she tends to channel some of the bravery of her angelic side into a steadfast desire to protect her companions, even if things get dire for her.
fiyv1t1rs9n2xfs5clpjh8fxk2m9ofs
1748
1743
2020-11-12T02:38:29Z
Mirahvesius
46672184
linked house Mialin
1748
wikitext
text/x-wiki
{{Infobox_character|name = Katusia Mialin|image = Katusia.jpg|imagecaption = Katusia Mialin- Next in line to the Mialin line|aliases = Katusia; The Spear of the Mialin Family; The Winged Inheritor; Fourth Child of the Mialin line|relatives = Father: Kathirtos Mialin: Current head.~
Brother (eldest): Alberos Mialin~
Sister (second): Sikia Mialin~
Brother (third): Fathos Mialin~
Brother (fifth): Miskan Mialin~
Sister (sixth): Yuthari Mialin~
Brother (Seventh): Tatirin Mialin~
Mother: Alfothia Mialin~
"Maid": Elemia Nephrite|affiliation = The Mialin Lineage, Absalom|marital = Unmarried|birthDate = The 26th of Arodus, 4709|birthPlace = Absalom, in her family's home|species = Aasimar- Angelkin|gender = Female|height = 5'2"|weight = 92 lbs|eyes = Blue}}Katusia Mialin, born of [https://absalom-the-city-of-secrets.fandom.com/wiki/The_Mialin_Household House Mialin], was viewed as a blessing by the house. As a group that strongly believes in their connections to Aroden and the Azlanti heritage, the birth of an Aasimar to their household of obviously angelic descent was a matter most considered a sign of their household's divine connections. However, as a household that also held to the importance of Humanity and it's concrete connection to the world of man, she was viewed almost more of a trophy of the house's connection than as an individual with any actual claim to title or greatness within the family. Not being a human like the rest of her family, it was believed that she could never be chosen by one of the spirit blades their family used as a concept of succession, nor was she taken seriously as a contender.
As one after another, her siblings were spurned by the ritual of succession and not chosen by a spirit blade, many of them took this out on Katusia. For the most part, this took form in scathing comments, disdainful treatment, and verbal abuse... None of them dared actually strike an individual of angelic descent. However, the love and adoration she received from others developed an almost burning hatred from her siblings, their failure to be recognized within the family turning them against her as someone who seemed to not even need to do anything to be loved. In a way, she was put on a pedestal by her elders as proof of the power of the family, even as she was rendered as unimportant in the grand scale of matters. The golden gilding that made them look good, no more.
That all changed when, through either a stroke of irritation, a wild guess, or simply a whim of fate, her father Kathirtos elected to allow Elemia a chance at the ritual of succession. She was brought into the familial chambers to be observed by the spirits, as many of her family bemoaned the situation. Some thought that, with the lack of a new successor being named, the family had fallen out of grace with the spirits. Others believed the child had not been born yet, and they still had a chance. Nobody considered Katusia, the non-human descendent who was just the family showpiece, could be the next in line.
She emerged from the ceremony with spear in hand, Elemia having awoken to her touch. Her family was shocked.
== Succession- Thereafter ==
Shortly after Katusia emerged as the successor that would take the place of head of the family after her father stepped down, things changed for Katusia. A constant drilling of battle tactics, ceremonies, rituals... She hardly at time to herself as the family rapidly tried to catch her up on teachings and matters that they thought would never matter for her. The Angelkin girl was now an object of disbelief and admiration all in one, and her siblings that once disdained her did not know what to do.
[[File:Elemia.png|thumb|311x311px|Elemia (embodiment)]]
Regardless of all of this, Katusia now had a staunch and constant ally that saw to her needs as she needed them. The spear, Elemia, had a physical humanoid form, and seemed to take upon herself the role of a servant for the young Katusia. This was not entirely out of the ordinary- many people outside of the family hardly knew of the rights of spirit blade that decided the next head, and as such having the blade take on a more personal role meant that they could often enter areas seemingly unarmed, but have a weapon at their side at a moment's notice- something often necessary given the volatile nature of Absalom as a whole.
She was now expected to be present at many of the official dealings to learn about how the family approached their work. She was expected to attend military drills and tour battle emplacements. She was expected to read books on strategy, to take classes on noble demeanor, and most importantly... to fight, something she had never actually been expected to do before. Obviously, she had a lot to learn, but she was growing resentful of her family's constant expectations of her, and constant pushing.
== Adventuring ==
After she had risen to acclaim herself, Katusia was deemed too weak by many of her peers in the family- not of body, her strength was without doubt... but weak in skill. They wanted her to gain power as a combatant, and prove herself on the field of battle. Katusia, however, was tired of constant drills and repetitive battles. She felt she wasn't learning from them, and even worse, she felt the constant tedium of drills after drills day in, day out, was boring. There was more to life than the constant push and pull of single-file tactics and strategy. She enjoyed fighting- it was something she actually found fun... But if she was going to be expected to defend not only the house, but aid in the defense of Absalom as her house did, she needed much more than simple drilling on tactics.
She approached her father one day about this, and made a suggestion: That she should be an adventurer. Adventurers constantly had to fight in some of the most dire, difficult, and complicated situations, and make snap judgements on the field that training in a line with soldiers would never truly discipline her in. To her surprise, he agreed. He disdained the chaos and sometimes outright barbarism adventurers often showed, but it was a good way for her to better learn not only how to deal with the strict push and pull of a life or death battle, but also learn how to operate with somewhat less... regulated... combatants in the field. Taking Elemia with her, Katusia set forth to the adventurer's guild, with the intent on learning as much as she could.
== Eccentricities. ==
There are many... odd... aspects of behavior about Katusia. These things are measures of her lineage, for one, but also in some cases particulars of her upbringing. Raised as a soldier, to a degree, she knows about the rigors and dangers of combat. However, due to her sheltered and- quite honestly- gentle upbringing, she has little knowledge of the true hardships of battle. When things go poorly for her, it's not hard for her to start getting worried. After all, she had been raised up until the point where she first placed her hand on Elemia without much worry or struggle barring the verbal abuses of her siblings.
[[File:Mead-honey-wine1-393x524.jpg|thumb|293x293px]]
Then, there's the... dietary... aspect. As a non-human, a certain level of dietary consideration is to be expected. Katusia, however, quite literally eats nothing but wine and honey. In fact, she will not eat other foods unless honey is a present factor. Many consider her to just have a sweet tooth, but the fact of the matter is a small portion of her body expressly expects the ambrosia of the divine realm. Honey is almost a requirement for her diet, and wine is something of a defined part of her due to her angelic background. As a result, her meals can often seem a bit... Odd... to the outside eye.
Finally, there's the distinct sense of attachment to her weapon. Having long been basically alone- put on a pedestal by her family, but functionally 'different' and often disdained by the siblings that she would normally have been raised alongside, Katusia tends to take great comfort in the one friend she has- Elemia. Even beyond that, however, comes something of an overprotective nature toward others. Interestingly enough, she tends to channel some of the bravery of her angelic side into a steadfast desire to protect her companions, even if things get dire for her.
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Kitiara Tatsu
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{{ATCOS_Character_Infobox|title1 = Kitiara Tatsu|image1 = Bushi.jpg|caption1 = Kitiara in her normal Battle Gear|gender = Female|race = Tian Aasimar|class = Bushi Stalker / Ronin Swashbuckler|alignment = Lawful Neutral|age = 23|height = 5'6''|weight = 120lbs|hair = Grey|eyes = Yellow}}
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{{T/piece}}{{ATCOS_Character_Infobox|title1 = Kitiara Tatsu|image1 = Bushi.jpg|caption1 = Kitiara in her normal Battle Gear|gender = Female|race = Tian Aasimar|class = Bushi Stalker / Ronin Swashbuckler|alignment = Lawful Neutral|age = 23|height = 5'6''|weight = 120lbs|hair = Grey|eyes = Yellow}}
== Appearance ==
== Personality ==
== History, background or origin ==
== Goals or ambitions ==
== Story so far ==
== Relations ==
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{{T/piece}}{{ATCOS_Character_Infobox|title1 = Kitiara Tatsu|image1 = Bushi.jpg|caption1 = Kitiara in her normal Battle Gear|gender = Female|race = Tian Aasimar|class = Bushi Stalker / Ronin Swashbuckler|alignment = Lawful Neutral|age = 23|height = 5'6''|weight = 120lbs|hair = Grey|eyes = Yellow}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sellsword.
== Appearance ==
== Personality ==
== History, background or origin ==
== Goals or ambitions ==
== Story so far ==
== Relations ==
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{{T/piece}}{{ATCOS_Character_Infobox|title1 = Kitiara Tatsu|image1 = Bushi.jpg|caption1 = Kitiara in her normal Battle Gear|gender = Female|race = Tian Aasimar|class = Bushi Stalker / Ronin Swashbuckler|alignment = Lawful Neutral|age = 23|height = 5'6''|weight = 120lbs|hair = Grey|eyes = Yellow}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sellsword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{T/piece}}{{ATCOS_Character_Infobox|title1 = Kitiara Tatsu|image1 = Bushi.jpg|caption1 = Kitiara in her normal Battle Gear|gender = Female|race = Tian Aasimar|class = Bushi Stalker / Ronin Swashbuckler|alignment = Lawful Neutral|age = 23|height = 5'6''|weight = 120lbs|hair = Grey|eyes = Yellow}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
</gallery>
|gender = Female
|race = Tian Aasimar
|class = Bushi Stalker / Ronin Swashbuckler
|alignment = Lawful Neutral
|age = 23|height = 5'6''
|weight = 120lbs
|hair = Grey
|eyes = Yellow}}
Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
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|gender = Female
|race = Tian Aasimar
|class = Bushi Stalker / Ronin Swashbuckler
|alignment = Lawful Neutral
|age = 23|height = 5'6''
|weight = 120lbs
|hair = Grey
|eyes = Yellow}}
Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
{{ATCOS_Character_Infobox}}
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DaMightNinja
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
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|gender = Female
|race = Tian Aasimar
|class = Bushi Stalker / Ronin Swashbuckler
|alignment = Lawful Neutral
|age = 23|height = 5'6''
|weight = 120lbs
|hair = Grey
|eyes = Yellow}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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DaMightNinja
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
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|gender = Female
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|alignment = Lawful Neutral
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|eyes = Yellow}}{{Kitiara Template}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
</gallery>
|gender = Female
|race = Tian Aasimar
|class = Bushi Stalker / Ronin Swashbuckler
|alignment = Lawful Neutral
|age = 23|height = 5'6''
|weight = 120lbs
|hair = Grey
|eyes = Yellow
|}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{Infobox character
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
</gallery>
|gender = Female
|race = Tian Aasimar
|class = Bushi Stalker / Ronin Swashbuckler
|alignment = Lawful Neutral
|age = 23|height = 5'6''
|weight = 120lbs
|hair = Grey
|eyes = Yellow
|}}{{Kitiara_Template|name = Kitiara Tatsu|firstclass = Bushi Stalker 1|secondclass = Ronin Swashbuckler 1|profession = Wandering Mercenary|alignment = Lawful Neutral|languages = Celestial, Common, Elven, Tian|weapons = Katana, Wakizashi|armour = Studded Leather|Age = 23}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23}}
Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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DaMightNinja
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Battle
File:Kitiara.png|Unmasked
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23|birthDate = 24th of Sarenith, 4707|birthPlace = Minkai|residence = Absalom Streets|species = Tian Aasimar|gender = Female|height = 5'6''|weight = 120lbs|eyes = Yellow|features = Scars lining lower half of her face, covered by a have mask most of the time.}}
Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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DaMightNinja
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Combat
File:Kitiara.png|Portrait
File:Kitiara_warmask.jpg|War Mask
File:Kitiara_plainmask.jpg|Plain Mask
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23
|birthDate = 24th of Sarenith, 4707
|birthPlace = Minkai
|residence = Absalom Streets
|species = Tian Aasimar
|gender = Female
|height = 5'6''
|weight = 120lbs
|eyes = Yellow
|features = Scars lining lower half of her face, covered by a half mask most of the time.}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
Generally straight laced, Kitiara is a women of few words when few words cover the point. Known not to mince words and a unusual lack of understanding subtext, conversations with her are not filled with flowery words or affection.
Sticking to a code only she knows, Kitiara has a reputation for taking on any task she feels she can accomplish and seeing it through to the end. Not choosing a side when it comes to good or evil, she simply holds to her core tenets.
== History ==
== Ambitions ==
== Story so far ==
== Relations ==
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2020-06-01T17:44:09Z
DaMightNinja
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/* Story so far */
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Combat
File:Kitiara.png|Portrait
File:Kitiara_warmask.jpg|War Mask
File:Kitiara_plainmask.jpg|Plain Mask
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23
|birthDate = 24th of Sarenith, 4707
|birthPlace = Minkai
|residence = Absalom Streets
|species = Tian Aasimar
|gender = Female
|height = 5'6''
|weight = 120lbs
|eyes = Yellow
|features = Scars lining lower half of her face, covered by a half mask most of the time.}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
Generally straight laced, Kitiara is a women of few words when few words cover the point. Known not to mince words and a unusual lack of understanding subtext, conversations with her are not filled with flowery words or affection.
Sticking to a code only she knows, Kitiara has a reputation for taking on any task she feels she can accomplish and seeing it through to the end. Not choosing a side when it comes to good or evil, she simply holds to her core tenets.
== History ==
== Ambitions ==
== Story so far ==
Having arrived in Absalom only recently, Kitiara's adventures have only just begun.....
== Relations ==
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2020-06-01T17:48:35Z
DaMightNinja
45957537
/* Relations */
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Combat
File:Kitiara.png|Portrait
File:Kitiara_warmask.jpg|War Mask
File:Kitiara_plainmask.jpg|Plain Mask
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23
|birthDate = 24th of Sarenith, 4707
|birthPlace = Minkai
|residence = Absalom Streets
|species = Tian Aasimar
|gender = Female
|height = 5'6''
|weight = 120lbs
|eyes = Yellow
|features = Scars lining lower half of her face, covered by a half mask most of the time.}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
Generally straight laced, Kitiara is a women of few words when few words cover the point. Known not to mince words and a unusual lack of understanding subtext, conversations with her are not filled with flowery words or affection.
Sticking to a code only she knows, Kitiara has a reputation for taking on any task she feels she can accomplish and seeing it through to the end. Not choosing a side when it comes to good or evil, she simply holds to her core tenets.
== History ==
== Ambitions ==
== Story so far ==
Having arrived in Absalom only recently, Kitiara's adventures have only just begun.....
== Relations ==
* Firian "Fia" Goldheart - The first person Kitiara met in Absalom, Fia showed Kitiara kindness and informed her more about the city at large.
et7p9t7gadqrultefolbcqwjj0uktd0
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Combat
File:Kitiara_Casual.jpg|Casual
File:Kitiara.png|Portrait
File:Kitiara_warmask.jpg|War Mask
File:Kitiara_plainmask.jpg|Plain Mask
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23
|birthDate = 24th of Sarenith, 4707
|birthPlace = Minkai
|residence = Absalom Streets
|species = Tian Aasimar
|gender = Female
|height = 5'6''
|weight = 120lbs
|eyes = Yellow
|features = Scars lining lower half of her face, covered by a half mask most of the time.}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
Generally straight laced, Kitiara is a women of few words when few words cover the point. Known not to mince words and a unusual lack of understanding subtext, conversations with her are not filled with flowery words or affection.
Sticking to a code only she knows, Kitiara has a reputation for taking on any task she feels she can accomplish and seeing it through to the end. Not choosing a side when it comes to good or evil, she simply holds to her core tenets.
== History ==
== Ambitions ==
== Story so far ==
Having arrived in Absalom only recently, Kitiara's adventures have only just begun.....
== Relations ==
* Firian "Fia" Goldheart - The first person Kitiara met in Absalom, Fia showed Kitiara kindness and informed her more about the city at large.
thhpvkwnlm3zxgkfibaqh0e1wsk0zm0
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DaMightNinja
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{{Kitiara_Template
|name = Kitiara Tatsu
|image = <gallery>
File:Bushi.jpg|Combat
File:Kitiara_Casual.jpg|Casual
File:Kitiara.png|Unmasked
File:Kitiara_warmask.jpg|War Mask
File:Kitiara_plainmask.jpg|Plain Mask
</gallery>
|firstclass = Bushi Stalker 1
|secondclass = Ronin Swashbuckler 1
|profession = Wandering Mercenary
|alignment = Lawful Neutral
|languages = Celestial, Common, Elven, Tian
|weapons = Katana, Wakizashi
|armour = Studded Leather
|Age = 23
|birthDate = 24th of Sarenith, 4707
|birthPlace = Minkai
|residence = Absalom Streets
|species = Tian Aasimar
|gender = Female
|height = 5'6''
|weight = 120lbs
|eyes = Yellow
|features = Scars lining lower half of her face, covered by a half mask most of the time.}}Kitiara Tatsu (Meaning 'Blade of the Northern Dragon') is a recent arrival in the city of Absalom, hailing for territories far to the east. She is currently searching the city for employment as a mercenary and sell sword.
== Appearance ==
With her trademark half mask covering her face, and slim but athletic body, Kitiara doesn't strike much of a feminine pose, with her voice being the main part that gives her away. Her long grey hair, tied safely behind her head and her yellow eyes mark her as someone not wholly human, but for the most part she looks normal for a trained warrior her age, even with the Tian aspects of her features shinning through. If you were to catch her without one of her masks on, you would see the rest of what would be a considered an attractive face, if not for the scarring that littered the bottom half. A mix of sword, claw and straight cuts line her lower face. She stands with sure but light feet, her stance nearly always ready for combat.
== Personality ==
Generally straight laced, Kitiara is a women of few words when few words cover the point. Known not to mince words and a unusual lack of understanding subtext, conversations with her are not filled with flowery words or affection.
Sticking to a code only she knows, Kitiara has a reputation for taking on any task she feels she can accomplish and seeing it through to the end. Not choosing a side when it comes to good or evil, she simply holds to her core tenets.
== History ==
== Ambitions ==
== Story so far ==
Having arrived in Absalom only recently, Kitiara's adventures have only just begun.....
== Relations ==
* Firian "Fia" Goldheart - The first person Kitiara met in Absalom, Fia showed Kitiara kindness and informed her more about the city at large.
i7145qsu1xi8jjswvvvlcb5fs9q7no7
Krushal, The Chain Flasher
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1146
2020-04-20T20:18:54Z
HonorGeo
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Started
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== The Nameless Village ==
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HonorGeo
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/* The Nameless Village */
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== Backstory ==
=== The Nameless Village ===
A purple moon showed it's horrific power upon the small forgotten village, that of which even it's own residents have forgotten the name of. A woman cries out in the throes of labor, as the weird glow of the moon twists and contorts the unborn baby, and a final scream as the woman draws her last breath from the pain of horrific magic. The midwives acted quickly, splitting her belly to see not a newborn babe, but a... ball of fur. The midwives gaped in awe and shock at the weird happening before them. Lifting the puppy from the now lifeless womb.
oxpz2f3okp98jvwus6xj09h0sjhj71i
1157
1150
2020-04-21T18:54:01Z
HonorGeo
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added chaining of the beast
1157
wikitext
text/x-wiki
== Backstory ==
=== The Nameless Village ===
A purple moon showed it's horrific power upon the small forgotten village, that of which even it's own residents have forgotten the name of. A woman cries out in the throes of labor, as the weird glow of the moon twists and contorts the unborn baby, and a final scream as the woman draws her last breath from the pain of horrific magic. The midwives acted quickly, splitting her belly to see not a newborn babe, but a... ball of fur. The midwives gaped in awe and shock at the weird happening before them. Lifting the puppy from the now lifeless womb.
=== The Chaining of the Beast ===
The lord of the village came down from his establishment, at the wailing of the villagers on healer and spiritual leader had died in the birthing of this... thing. The lord, now looking upon the almost glowing pup, who whined and mewled in distress. "Lock it away. Don't feed it. I want this thing to suffer the pain this village will suffer in the next years.". He continued on his way, acting only like this was a minor step in his day. The village listened and happily obeyed his orders, chaining the purple glowing pup in the only cell they had. The pup whimpered and whined. The window shown the moon through, not purple this time. The light of the moon seemed to amplify the pups vitality, and over the next 5 years the pup grew up to it's full size, surviving with no food and water, only seemingly living off of the moonlight itself. Much to the surprise and disdain of the village, the now grown wolf stared out in silence at passerby, not making a single noise.
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Lady Imara of House Alnarasqie
0
815
1680
2020-10-13T00:46:51Z
Slicer9876
25236499
Created page with "== History == Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically th..."
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== History ==
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
{{Infobox_item}}{{ATCOS_Character_Infobox|title1 = Lady Imara Alnarasqie|image1 =7490e09b2ba7fdf619a06d482e3a17b8.jpg |gender = Female|race = Human|alignment = Neutral Good|deity = Apsu|age = 34|height = 6ft 1in|weight = 160|hair = Black|eyes = Amber}}
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself some day.
gsb3fxn24vwdlbr7zgsg8fzqawl8mj2
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2020-10-13T00:47:14Z
Slicer9876
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Slicer9876 moved page [[House Alnarasqie]] to [[Lady Imara of House Alnarasqie]]
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== History ==
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
{{Infobox_item}}{{ATCOS_Character_Infobox|title1 = Lady Imara Alnarasqie|image1 =7490e09b2ba7fdf619a06d482e3a17b8.jpg |gender = Female|race = Human|alignment = Neutral Good|deity = Apsu|age = 34|height = 6ft 1in|weight = 160|hair = Black|eyes = Amber}}
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself some day.
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== History ==
{{Infobox_item}}{{ATCOS_Character_Infobox|title1 = Lady Imara Alnarasqie|image1 =7490e09b2ba7fdf619a06d482e3a17b8.jpg |gender = Female|race = Human|alignment = Neutral Good|deity = Apsu|age = 34|height = 6ft 1in|weight = 160|hair = Black|eyes = Amber}}
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
[[File:Clipart-shield-crest-6.png|thumb|238x238px|Crest of House Alnarasqie]]
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself some day.
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== History ==
{{Infobox_character|name = Imara Alnarasqie|image =7490e09b2ba7fdf619a06d482e3a17b8.jpg |titles = Matriarch Imara of House Alnarasqie, Lady Imara, Princess Imara (former)|relatives = *Father: Burunzia Alnarasqie (deceased)
*Mother: Sultana Fdulia Alnarasqie (deceased)
|affiliation = House Alnarasqie|marital = Single|birthDate = 13th of Gozran|birthPlace = Ethezias, Qadira, Kelesh|species = Human|gender = Male|height = 6'1"|weight = 160lbs|eyes = Amber (Reptilian)}}
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
[[File:Clipart-shield-crest-6.png|thumb|238x238px|Crest of House Alnarasqie]]
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself some day.
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== History ==
{{Infobox_character|name = Imara Alnarasqie|image =7490e09b2ba7fdf619a06d482e3a17b8.jpg |titles = Matriarch Imara of House Alnarasqie, Lady Imara, Princess Imara (former)|relatives = *Father: Burunzia Alnarasqie (deceased)
*Mother: Sultana Fdulia Alnarasqie (deceased)
|affiliation = House Alnarasqie|marital = Single|birthDate = 13th of Gozran|birthPlace = Ethezias, Qadira, Kelesh|species = Human|gender = Male|height = 6'1"|weight = 160lbs|eyes = Amber (Reptilian)}}
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
[[File:Clipart-shield-crest-6.png|thumb|238x238px|Crest of House Alnarasqie]]
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself someday.
=== Gale ===
Gale is a young Human man from an unknown land who was the first person Imara properly interacted with after her arrival in Absalom. While slightly dim-witted and not particularly good at fine tasks, Imara befriended him rather quickly nonetheless, alongside his odd, shapeshifting companion Talc.
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== History ==
{{Infobox_character|name = Imara Alnarasqie|image =7490e09b2ba7fdf619a06d482e3a17b8.jpg |titles = Matriarch Imara of House Alnarasqie, Lady Imara, Princess Imara (former)|relatives = *Father: Burunzia Alnarasqie (deceased)
*Mother: Sultana Fdulia Alnarasqie (deceased)
|affiliation = House Alnarasqie|marital = Single|birthDate = 13th of Gozran|birthPlace = Ethezias, Qadira, Kelesh|species = Human|gender = Male|height = 6'1"|weight = 160lbs|eyes = Amber (Reptilian)}}
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
[[File:Clipart-shield-crest-6.png|thumb|238x238px|Crest of House Alnarasqie]]
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself someday.
==== Gale ====
Gale is a young Human man from an unknown land who was the first person Imara properly interacted with after her arrival in Absalom. While slightly dim-witted and not particularly good at fine tasks, Imara befriended him rather quickly nonetheless, alongside his odd, shapeshifting companion Talc.
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== History ==
{{Infobox_character|name = Imara Alnarasqie|image =7490e09b2ba7fdf619a06d482e3a17b8.jpg |titles = Matriarch Imara of House Alnarasqie, Lady Imara, Princess Imara (former)|relatives = *Father: Burunzia Alnarasqie (deceased)
*Mother: Sultana Fdulia Alnarasqie (deceased)
|affiliation = House Alnarasqie|marital = Single|birthDate = 13th of Gozran|birthPlace = Ethezias, Qadira, Kelesh|species = Human|gender = Male|height = 6'1"|weight = 160lbs|eyes = Amber (Reptilian)}}
Lady Imara Alnarasqie, the last recognised Matriarch of House Alnarasqie, was once a powerful, respected, and prestigious noblewoman from Kelesh, specifically the Satrapy of Qadira. However, after a series of both fortunate and unfortunate events, Imara fell from her place as a celebrity, and instead doomed her entire House to infamy and exile.
Despite her status as a noblewoman, Imara was once Princess Imara, having been born to Sultana Fdulia Alnarasqie and the General-turned-royal Burunzia, former rulers of the now-fallen Kingdom of Ethezias. Once a grand yet incredibly small city-state, Ethezias is now nothing more than a minor trade hub on the edge of Qadira, after it was annexed following a brief cold war engineered to pressure Ethezias into surrender. As Imara was alive throughout the entire affair and was in close contact with her parents, she learned about politics, regality, and the nature of Casmaron early on.
Even though Imara was no longer a Princess and her family was no longer royal, House Alnarasqie remained a strong noble family within Kelesh. Tragically, when she was just 17, Imara lost her parents to a deadly plague that had been bothering the region for years. Being an only child, Imara was the sole inheritor of her family's estate, making her the new Matriarch of House Alnarasqie, and the House's only member at that.
For years, Lady Imara rebuilt House Alnarasqie's reputation and maintained its power with the help of a few close advisors. Ethezias, while not quite an independent nation, had nearly regained its former glory. During this time, Imara delved into studying many different fields, namely arts, finances, and, oddly enough, Dragons. Imara had always been curious about the mysterious, reptilian creatures. Previous Matriarchs and scholars in House Alnarasqie had delved into similar studies and were even rumoured to have befriended or laid with them, closely tying the House to Keleshite Dragons.
Over time, Imara became particularly close to one of her servants named Khalaq, a mysterious man who she knew little about but learned a great deal of information from. Khalaq assisted Imara in her research and harnessing her Kinetic powers, bringing her closer to the Elements. Unlike the rest of her servants, Imara rarely saw Khalaq outside of their meetings, and most of the others did not seem to even know of his existence when she talked about him. While she was curious and inquired into his background, Khalaq refused to give a clear or full answer, though due to how helpful he was and seeing as Imara did not have many other close friends, she did not mind it much and rarely brought it up.
After nearly just over a decade of being friends, Imara still had not learned of Khalaq's background and the reason for his strangeness. However, when Imara turned 29, this changed when Imara became the target of an assassination attempt. While she was in a private meeting with Khalaq, a deranged cultist that seemed like a cross between a Blue Dragon and a Human broke into her quarters, apparently intent on using the two of them as sacrifices. Before anything could properly happen, however, Khalaq suddenly sprouted wings and threw the hybrid outside. As Khalaq flew towards the assailant, he quickly took on a new form: that of a massive, majestic Bronze Dragon. Khalaq quickly dispatched of the would-be murderer, leaving Imara and her guards with the knowledge that Khalaq was no mere servant.
Khalaq told Imara about the nature of Draconic Exemplars and how he had ascended beyond who he once was many centuries ago, becoming a True Dragon. Rather than angered by the fact that he hid this information, Imara was left with awe and, more importantly, a desire for such power. Imara requested for Khalaq to teach her the ways of Draconic Exemplars and how to become a Bronze Dragon herself. He gladly accepted and took Imara under her wing, becoming her mentor in both the Elements and Dragons.
The next couple of years were gruelling yet rewarding for Imara. Due to her innate tendencies, it was not difficult for her to adopt the traditions and ideals of Bronze Dragons. Khalaq guided her along until she had completed her training, at which point he granted her a fraction of his power. Lady Imara had now become a Draconic Exemplar herself. A weak and young one, but one still brimming with potential.
Despite her best efforts, Imara found it difficult to conceal her newfound nature, mainly due to the physical changes her body adopted. Parts of her body became scaly and she began growing sharp talons that were still able to be used for Kinetic combat. These changes were especially not ignored by Qadira's Satrap, who slowly began to view Imara and House Alnarasqie as a threat to his authority and power, fearing that Imara would try restoring Ethezias as a free kingdom. While this never came to fruition and was likely nothing more than paranoia, the idea of one of his most powerful vassals gaining independence was enough to set off alarms for him.
At the age of 33, Imara had finally almost finished her training as a master of Fire, Water, and the ways of Bronze Dragons. She was able to freely harness the Elements available to her and Khalaq had taught her everything he possibly could, with the rest of her training being a personal journey for her that no one but herself could lead her down. While this was happening, however, Satrap Xerbystes had been plotting to remove Imara from power be any means necessary and take away House Alnarasqie's power, not only in Ethezias but throughout the entirety of Kelesh. This plan came into fruition shortly after Lady Imara's 34th birthday, when a rumour spread from a completely unknown and totally inconspicuous source that Imara was a dangerous terrorist and cultist who had joined an underground sect of Dahak worshippers hell-bent on destroying the Keleshite government.
While the rumours were almost completely based purely on the fact that Lady Imara had allied herself with a Bronze Dragon and was seen with a Blue Draconic Exemplar at one point, the claims stuck in the minds of many people outside of Ethezias who only knew her as a Princess-turned-vassal on the outskirts of Qadira whose land was conquered by Xerbystes. The Satrap used these rumours as an excuse to further slander Lady Imara, leading to quickly rising tensions between House Alnarasqie and the rest of Qadira. Eventually, Imara could no longer safely live in Kelesh and watch over Ethezias.
Rather than further dispute the rumours or cause more trouble with Qadira's Satrap, Imara eventually conceded against many of her still-loyal followers' wishes. Even if she had managed to successfully dispell them, the Satrap would have found another excuse to remove Lady Imara or further damage her House's prestige. Imara put herself and House Alnarasqie into a willing exile and left Kelesh, formally ending the reign of her House, at least in its homeland.
Due to personal obligations and a desire to remain in Ethezias, Khalaq stayed behind in Qadira, leaving Imara with nothing but his teachings, the remainder of her family's dwindling wealth, and a staff of loyal servants who stays devoted to House Alnarasqie. Imara and her people sailed far away from Kelesh and Casmaron, having no desire to stay even on the same continent where the House's name had been defiled. They instead decided to resettle in the city of Absalom, a far off land renowned for defeating the Rough Beast and being a honey pot of numerous different types of folks.
Lady Imara and those who served her were willing to begin anew, rebuilding House Alnarasqie's legacy up in a foreign land. A small yet lavish estate was constructed on the border between the Foreign Quarter and Ivy District, standing as a testament to House Alnarasqie's continued survival even through dark times and the glory of a noble House who once ruled over an entire Kingdom.
== Appearance ==
Imara is almost always seen wearing her gaudy and revealing yet formal outfit traditional of Alnarasqie Matriarchs, complete with expensive Keleshite jewellery and the crest of her House in the middle of the collar. Much of her outfit is black and bronze, reflecting the royal colours of Ethezias, and now, ironically, her status as an Exemplar of Bronze Dragons. Further displaying her growing draconic nature are her amber eyes with reptilian slits for pupils, patches of coppery scales along the end of her legs and arms, curved horns with bronze rings sprouting from the sides of her head, and the metallic claws taking up nearly the entirety of her forearms.
== Personality ==
Like other Alnarasqie Matriarchs before her, Lady Imara was groomed to be a scholarly and charismatic leader during her childhood, even after Ethezias was annexed. Instead of commanding through force or fear, Imara is a kind yet stern noblewoman, doing her best to understand the issues of her servants, courtiers, and other subjects. She rules with a sense of regality yet is not obsessed with keeping tradition or status quo, instead doing whatever benefits House Alnarasqie and its allies while minimizing harm done to anyone else.
Imara is also a patron of the arts, collecting expensive pieces from various sculptors jewellers, and writers from all over, even keeping a personal coin collection which she proudly presents in her estate's main hall. She eagerly welcomes any artists who are willing to stay within her estate, whether as guests or courtiers, and does her best to fund artistic pursuits wherever she is. This has also led to her becoming somewhat of a xenophile, with a growing obsession with other cultures becoming more and more apparent with each artpiece she adds to House Alnarasqie's and her own collection.
Despite typically being level-headed and formal, sometimes Imara's emotions and sense of duty betray her. She meets even the slightest issue as if it is incredibly urgent and requires the upmost amount of attention. Even something as simple as figuring out what to wear for the day or how to arrange art throughout her estate is like a personal quest for her. On top of this, Imara treats issues related to House Alnarasqie and her allies with immense importance, quickly becoming prone to anger if either are seriously threatened by any means, whether this is simply perceived or otherwise. While this is not unnatural for many nobles, it is taken to the extreme for her, leading to an irrational phobia of sudden disaster and widespread destruction she has personally dubbed symforaphobia. While she recognises these flaws, Imara also embraces them. She does not seek perfection, instead working with who she is and making herself the best she can with all of her shortcomings and traits.
== House Alnarasqie ==
[[File:Clipart-shield-crest-6.png|thumb|238x238px|Crest of House Alnarasqie]]
House Alnarasqiue is a rather young noble family, with Imara being of the fourth generation - the only members of this generation, in fact. Started by a Sultana named Igmon Alnarasqie, House Alnarasqie has always been a small clan despite its former status as one of Kelesh's most prestigious families. Even in its current state as a disgraced noble House exiled from its homeland, it remains a house modelled after royalty, almost standing like a tiny kingdom amongst a grand city-state.
While the exact details are somewhat disputed, it is known that Sultana Igmon had many male concubines during her reign, including a Bronze Dragon named Malakia who is believed by some to have been the true father of Igmon's children, causing her bloodline permanently being touched by Dragons. This led to House Alnarasqie's association with Dragons, specifically of the Bronze variety, and is still apparent today with its current Matriarch. While Lady Imara is the first head of House Alnarasqie to become a Draconic Exemplar, she may not be the last, and is certainly not the first one to embrace her heritage.
House Alnarasqie's current estate in Absalom's Foreign District is heavily modelled after the main palace in Ethezias, complete with intricate Keleshite architecture, a regal black, brown, and bronze colour scheme, and three floors: a ground floor, an upper floor with living chambers, and an underground area with a large wine cellar, art collection, and library holding House Alnarasqie's short history alongside Kelesh's much more colourful one.
=== Court ===
After it was exiled to Absalom, House Alnarasqie lost many of its servants. Despite this, Lady Imara still has a varied staff of courtiers and servants from both Casmaron and the Inner Sea, many of whom act as Lady Imara's advisors, guards, or simply people she considers friends.
==== Lady Julien ====
Lady Julien Karenavaala is a shy Half-Elf knight from Vudra who was Sultana Fdulia's closest friend. She now acts as House Alnarasqie's most respected and trusted guard, frequently seen guarding the Matriarch's chambers and the estate's front entrance.
==== Archie ====
Archibald Nephilos, who simply goes by Archie, is an Aasimar native to Absalom itself who was House Alnarasqie's upbeat captain during its voyage to the City of Secrets. Despite being fully independent, they are an honoured courtier of House Alnarasqie, and one of Imara's current best friends.
==== Madame Kanesidra ====
Madame Kanesidra of Orlov is a Tiefling from Brevoy who has been House Alnarasqie's Spymaster since the reign of Sultana Igmon. Despite his title, Kanesidra is in fact a male. He simply likes the sound of it.
==== Tetraites ====
Tetraites Schwazen is a Half-Giant possibly from Qadira who is House Alnarasqie's greatest cook. It is unknown exactly where he is from, as he showed up one day without a word with a beautiful cake for Lady Imara, who viewed the dish as a gorgeous piece of art worthy of a museum.
==== Sir Horzaak ====
Sir Horzaak Adoros, an eccentric Triaxian who arrived in Numeria decades ago, is a Dragon-blooded Kineticist and one of Khalaq's apprentices who was mentored alongside Lady Imara. While rather withdrawn from most others, Horzaak is one of Imara's current closest friends and seeks to become a Draconic Exemplar himself someday.
==== Gale ====
Gale is a young Human man from an unknown land who was the first person Imara properly interacted with after her arrival in Absalom. While slightly dim-witted and not particularly good at fine tasks, Imara befriended him rather quickly nonetheless, alongside his many summoned companions.
==== Talc ====
Talc is a shapeshifting being from the Plane of Shadow who usually takes the form of a Humanoid woman, though due to her nature as a shapeshifter, she can change this. Alongside her summoner Gale, Talc is a member of Lady Imara's court and is the Matriarch's concubine.
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Lady Tallra Blundune/Lady wolf
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Lord Flint of Overture Manor
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[[Category:Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}==Appearance==
==Personality==
==Backstory==
===Birth===
===Early Life===
===Working as a Bartender===
[[Category:Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}==Appearance==
==Personality==
==Backstory==
===Birth===
===Early Life===
===Working as a Bartender===
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}==Appearance==
Lord Overture is a very slick and clean individual, even among human standards. As a higher class of ratfolk, him and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
==Personality==
==Backstory==
===Birth===
===Early Life===
===Working as a Bartender===
[[Category:Characters]]
[[Category:Player Characters]]
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== House Overture ==
=== Notable Members ===
{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
==Backstory==
===Birth===
===Early Life===
===Working as a Bartender===
[[Category:Characters]]
[[Category:Player Characters]]
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== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
== Notable Members ==
===<nowiki/>===
{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
==Backstory==
===Birth===
===Early Life===
===Working as a Bartender===
[[Category:Characters]]
[[Category:Player Characters]]
ny51mpq126xv12dox4xu2a20md7edke
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98.230.232.68
Added names
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text/x-wiki
== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
== Notable Members ==
===<u>Jet Overture</u><nowiki/>===
=== <u>Nepheline Overture</u> ===
=== <u>Proteus Overture</u> ===
=== <u>Rutile Overture</u> ===
=== <u>Agate Overture</u> ===
=== <u>Chalcedony Overture</u> ===
=== <u>Feldspar Overture</u> ===
{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
==Backstory==
===<u>Birth</u>===
===<u>Early Life</u>===
===<u>Working as a Bartender</u>===
[[Category:Characters]]
[[Category:Player Characters]]
nvbhb377f5ymfgk0a9h68sh95gim2du
1759
1758
2020-12-29T20:06:13Z
98.230.232.68
Family descriptions
1759
wikitext
text/x-wiki
== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
== Notable Members ==
===<u>Jet Overture</u><nowiki/>===
Jet Overture was the founding member of House Overture. A great warrior in the Absalom guard many years ago, his prominence in battle brought glory and honor to him, earning him the title of Lord, and cementing himself as the first Ratfolk noble in Absalom.
=== <u>Nepheline Overture</u> ===
Nepheline was the wife of Jet Overture. Originally named Sheliah, she was given a new name upon Jet's ascension to lordship. A stark contrast to the warrior Jet, she was a mild mannered ratfolk with a grey pelt and soft blue eyes, accompanying a quite soft voice. She was a quite caring wife, preparing hot meals and tending to Jet's needs whenever he would return from battle. Over many years, she mothered an impressive amount of ratfolk children, numbering in the dozens, and paving the way for House Overture to become the most numerous house of nobles in the city. Worrying about the vastly increased numbers of nobles diminishing the value of such a title, the fellow noble houses banded together, pressing a law through the system that limited the number of children a noblewoman of House Overture could mother, or that a male could sire. While the law was a wise move on the part of the other nobles, the family numbers had already expanded to ludicrous numbers by the time it was passed. Many of the young died from disease or war, however, leaving a more reasonable number after the fact, and temporarily appeasing the other noble houses.
=== <u>Proteus Overture</u> ===
Proteus Overture was a genius-level inventor born into the Overture name on the last day of the many sieges upon Absalom. With this in mind, he was thought to be an omen of peace, a sign upon House Overture of blessing, and that he was, but in a quite different way than expected. Rather than approach peace in the spiritual way, like most had anticipated, he used his vast knowledge of engineering to work with the city's most powerful mages and builders to assemble some of Absalom's most powerful defenses, most of which remain unknown to this day. However, though the contribution remains under wraps, it was very significant, earning him several accolades and much due, though not long lasting, praise for House Overture. In the years that followed, knowing he had accomplished his purpose in helping to secure peace for the city, he became a personal instructor for the many young rats born to the nobles of House Overture, instructing them in the ways of technology and science.
=== <u>Agate Overture</u> ===
Agate was arguably the most notable of the women of House Overture, next to Nepheline.
=== <u>Chalcedony Overture</u> ===
Chalcedony Overture is the current patriarch of House Overture, and is Flint's father.
=== <u>Rutile Overture</u> ===
Rutile Overture is the wife of Chalcedony, and hence Flint's mother.
=== <u>Feldspar Overture</u> ===
Feldspar is the youngest member of House Overture, being only 2 years old. He is Flint's younger brother. The ratfolk of House Overture are very private people, and do not divulge too much information about their young to the outside world. Therefore, not much is known about Feldspar, but even at the age of 2, he seems quite distinguished.{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
==Backstory==
===<u>Birth</u>===
===<u>Early Life</u>===
===<u>Working as a Bartender</u>===
[[Category:Characters]]
[[Category:Player Characters]]
a6cowtzjvojrv0y8wlhtm3qfqmdd8e4
1761
1759
2021-01-02T07:47:27Z
98.230.232.68
Completed family entries
1761
wikitext
text/x-wiki
== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
However, one feature of ratfolk society that has managed to bleed through into House Overture is their rapid population growth. Though quelled to a reasonable level now, the number of children in the early days of the house has resulted in massively bloated numbers of family members. The result of this being a sort of in-house society, complete with a justice system. Other noble houses do not look too kindly on the overpopulation of House Overture, however, seeing it as diluting the title of noble.
== Notable Members ==
===<u>Jet Overture</u><nowiki/>===
Jet Overture was the founding member of House Overture. A great warrior in the Absalom guard many years ago, his prominence in battle brought glory and honor to him, earning him the title of Lord, and cementing himself as the first Ratfolk noble in Absalom.
=== <u>Nepheline Overture</u> ===
Nepheline was the wife of Jet Overture. Originally named Sheliah, she was given a new name upon Jet's ascension to lordship. A stark contrast to the warrior Jet, she was a mild mannered ratfolk with a grey pelt and soft blue eyes, accompanying a quite soft voice. She was a quite caring wife, preparing hot meals and tending to Jet's needs whenever he would return from battle. Over many years, she mothered an impressive amount of ratfolk children, numbering in the dozens, and paving the way for House Overture to become the most numerous house of nobles in the city. Worrying about the vastly increased numbers of nobles diminishing the value of such a title, the fellow noble houses banded together, pressing a law through the system that limited the number of children a noblewoman of House Overture could mother, or that a male could sire. While the law was a wise move on the part of the other nobles, the family numbers had already expanded to ludicrous numbers by the time it was passed. Many of the young died from disease or war, however, leaving a more reasonable number after the fact, and temporarily appeasing the other noble houses.
=== <u>Proteus Overture</u> ===
Proteus Overture was a genius-level inventor born into the Overture name on the last day of the many sieges upon Absalom. With this in mind, he was thought to be an omen of peace, a sign upon House Overture of blessing, and that he was, but in a quite different way than expected. Rather than approach peace in the spiritual way, like most had anticipated, he used his vast knowledge of engineering to work with the city's most powerful mages and builders to assemble some of Absalom's most powerful defenses, most of which remain unknown to this day. However, though the contribution remains under wraps, it was very significant, earning him several accolades and much due, though not long lasting, praise for House Overture. In the years that followed, knowing he had accomplished his purpose in helping to secure peace for the city, he became a personal instructor for the many young rats born to the nobles of House Overture, instructing them in the ways of technology and science.
=== <u>Agate Overture</u> ===
Agate was arguably the most notable of the women of House Overture, next to Nepheline. The great great granddaughter of Proteus, Agate was born into an already well established and well known House Overture, but still one that was egregiously disrespected. Until she came along, many members of the house of ratfolk nobles were still acting about much as a regular ratfolk would, many of them running about with unclean pelts or matted fur. Their choice in fashion, certainly, was in severe disarray. Yes, they still followed the precedents set forth by Jet at the founding of House Overture, but such standards simply weren't enough to keep the house from being seen as common pests by their peers. Seeing this, Agate implemented a strict set of rules in House Overture, ones that are still in effect to this day. Members of the house must bathe 3 times a day, brush their fur and teeth 5 times, never be seen without expensive perfume or cologne, and hide their tails whenever possible. In addition, the men must only be seen in three piece suits and the women in full ballroom gowns.
=== <u>Chalcedony Overture</u> ===
Chalcedony Overture is the current patriarch of House Overture, and is Flint's father. As the current patriarch, he is a very busy man. He is responsible for maintaining authority in the house and overseeing all of the house's business holdings. Additionally, he acts as the chief justice and main arbiter in any inner-family disputes going on, such as a feud between nephew and uncle. All of this responsibility has shaped Chalcedony into a rough man, one with little patience for frivolous nonsense. As such, he is greatly feared and respected by all, well, most, members of House Overture.
=== <u>Rutile Overture</u> ===
Rutile Overture is the wife of Chalcedony, and hence Flint's mother. The wife of the patriarch, Rutile serves the role of house "mom." Though she is only Feldspar and Flint's biological mother, the large family society within House Overture all look up to her as a motherly figure. She is in direct charge of the housekeeping staff that cleans and cooks for the manor's residents, along with the nannying staff in charge of daycare services. As head of these operations, she herself is quite adept in all fields of homemaking and care. Additionally, she serves as a shoulder to cry on for many of the children and women of House Overture, being the mothering figure she is.
=== <u>Feldspar Overture</u> ===
Feldspar is the youngest member of House Overture, being only 2 years old. He is Flint's younger brother. The ratfolk of House Overture are very private people, and do not divulge too much information about their young to the outside world. Therefore, not much is known about Feldspar, but even at the age of 2, he seems quite distinguished.{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
==Backstory==
===<u>Birth</u>===
===<u>Early Life</u>===
===<u>Working as a Bartender</u>===
[[Category:Characters]]
[[Category:Player Characters]]
jzahadvj2caotgxbzavarzuj5w7jl4b
1815
1761
2021-02-10T16:35:38Z
209.37.123.139
1815
wikitext
text/x-wiki
== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
However, one feature of ratfolk society that has managed to bleed through into House Overture is their rapid population growth. Though quelled to a reasonable level now, the number of children in the early days of the house has resulted in massively bloated numbers of family members. The result of this being a sort of in-house society, complete with a justice system. Other noble houses do not look too kindly on the overpopulation of House Overture, however, seeing it as diluting the title of noble.
== Notable Members ==
===<u>Jet Overture</u><nowiki/>===
Jet Overture was the founding member of House Overture. A great warrior in the Absalom guard many years ago, his prominence in battle brought glory and honor to him, earning him the title of Lord, and cementing himself as the first Ratfolk noble in Absalom.
=== <u>Nepheline Overture</u> ===
Nepheline was the wife of Jet Overture. Originally named Sheliah, she was given a new name upon Jet's ascension to lordship. A stark contrast to the warrior Jet, she was a mild mannered ratfolk with a grey pelt and soft blue eyes, accompanying a quite soft voice. She was a quite caring wife, preparing hot meals and tending to Jet's needs whenever he would return from battle. Over many years, she mothered an impressive amount of ratfolk children, numbering in the dozens, and paving the way for House Overture to become the most numerous house of nobles in the city. Worrying about the vastly increased numbers of nobles diminishing the value of such a title, the fellow noble houses banded together, pressing a law through the system that limited the number of children a noblewoman of House Overture could mother, or that a male could sire. While the law was a wise move on the part of the other nobles, the family numbers had already expanded to ludicrous numbers by the time it was passed. Many of the young died from disease or war, however, leaving a more reasonable number after the fact, and temporarily appeasing the other noble houses.
=== <u>Proteus Overture</u> ===
Proteus Overture was a genius-level inventor born into the Overture name on the last day of the many sieges upon Absalom. With this in mind, he was thought to be an omen of peace, a sign upon House Overture of blessing, and that he was, but in a quite different way than expected. Rather than approach peace in the spiritual way, like most had anticipated, he used his vast knowledge of engineering to work with the city's most powerful mages and builders to assemble some of Absalom's most powerful defenses, most of which remain unknown to this day. However, though the contribution remains under wraps, it was very significant, earning him several accolades and much due, though not long lasting, praise for House Overture. In the years that followed, knowing he had accomplished his purpose in helping to secure peace for the city, he became a personal instructor for the many young rats born to the nobles of House Overture, instructing them in the ways of technology and science.
=== <u>Agate Overture</u> ===
Agate was arguably the most notable of the women of House Overture, next to Nepheline. The great great granddaughter of Proteus, Agate was born into an already well established and well known House Overture, but still one that was egregiously disrespected. Until she came along, many members of the house of ratfolk nobles were still acting about much as a regular ratfolk would, many of them running about with unclean pelts or matted fur. Their choice in fashion, certainly, was in severe disarray. Yes, they still followed the precedents set forth by Jet at the founding of House Overture, but such standards simply weren't enough to keep the house from being seen as common pests by their peers. Seeing this, Agate implemented a strict set of rules in House Overture, ones that are still in effect to this day. Members of the house must bathe 3 times a day, brush their fur and teeth 5 times, never be seen without expensive perfume or cologne, and hide their tails whenever possible. In addition, the men must only be seen in three piece suits and the women in full ballroom gowns.
=== <u>Chalcedony Overture</u> ===
Chalcedony Overture is the current patriarch of House Overture, and is Flint's father. As the current patriarch, he is a very busy man. He is responsible for maintaining authority in the house and overseeing all of the house's business holdings. Additionally, he acts as the chief justice and main arbiter in any inner-family disputes going on, such as a feud between nephew and uncle. All of this responsibility has shaped Chalcedony into a rough man, one with little patience for frivolous nonsense. As such, he is greatly feared and respected by all, well, most, members of House Overture.
=== <u>Rutile Overture</u> ===
Rutile Overture is the wife of Chalcedony, and hence Flint's mother. The wife of the patriarch, Rutile serves the role of house "mom." Though she is only Feldspar and Flint's biological mother, the large family society within House Overture all look up to her as a motherly figure. She is in direct charge of the housekeeping staff that cleans and cooks for the manor's residents, along with the nannying staff in charge of daycare services. As head of these operations, she herself is quite adept in all fields of homemaking and care. Additionally, she serves as a shoulder to cry on for many of the children and women of House Overture, being the mothering figure she is.
=== <u>Feldspar Overture</u> ===
Feldspar is the youngest member of House Overture, being only 2 years old. He is Flint's younger brother. The ratfolk of House Overture are very private people, and do not divulge too much information about their young to the outside world. Therefore, not much is known about Feldspar, but even at the age of 2, he seems quite distinguished.{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
In general, Flint is a very laid back, suave, fellow, mainly minding his own business and tending to his duties at the bar he works at. However, this is not to say he isn't talkative, but that he is not one to pry into the business of others. In fact, it is quite the challenge to pick out a moment when Flint is not locked in conversation with someone, as long as there are people around to talk to. These conversations are kept light-hearted, mostly consisting of off the cuff comedy and witty statements. Rarely are the topics of these jokes malicious or detrimental to any party, but instead are good fun. Things like clever wordplay, funny or enticing stories, sometimes even really bad puns fill the substance of his conversations. But there are times when he talks to a more discerning individual, and the conversation takes a more serious turn. Though Flint is more accustomed to comedic topics, he is still not one to shy away from any discussion, and will partake in the most philosophical of debates if the other person is so inclined to start one, although he will never begin one himself.
When not tending the bar, Flint has many other talents suited to the bar environment. First of all, he is the bar's foremost showroom singer and piano player, effortlessly playing and singing simultaneously. His music has been described by many bar patrons as "so good it's magical," most likely due to the fact that it IS in fact a source of magic, due to Flint's bardic training, which he likes to keep on the down low. Another very potent skill Flint possesses is that of a pool shark. When it comes to shooting balls into each other with sticks, nobody can top him. His skill in billiards is so great that he could jump the cue ball over an enemy ball in front of it, with a spin to make the cue come full 360 and hit the ball originally behind the cue. It's truly a spectacle to watch, though he mostly is left to play by himself, as his skill is intimidating to those who've seen him play.
Inside the vast halls of House Overture, Flint embodies a much more rigid, respectful tone and personality. Desperately trying to regain the respect of his family, he is on his best behavior any time nobility is even mentioned. While at the bar he may greet a patron casually, inside the house, his demeanor is all "my lord, my lady" type of stiff. He'll ask to take on more duties, serve his household, do anything to reclaim respect, but it is typically denied under fears that he will make a mockery or utterly fail anything assigned to him. This is a great source of anguish for Flint, who uses the bar life as his only escape from an otherwise life-crushing existence as a family mockery. However, one reason for their mocking is the fact that he IS so entwined in bar life, forming this dichotomy of lifestyles for Flint, further increasing the immense pressure he feels.
==Backstory==
===<u>Birth</u>===
===<u>Early Life</u>===
===<u>Working as a Bartender</u>===
[[Category:Characters]]
[[Category:Player Characters]]
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== House Overture ==
House Overture's history goes back a very long way. Not quite back to when Aroden rose from the depths with the star stone, but far enough back to when Absalom was constantly under siege, many times from multiple nations at once. During this era of strife and panic, ratfolk were treated even more poorly than they are now, so it was quite a sight to see House Overture's founding member, Jet Crescendo, as a member of the Absalom army. Horrible treatment by his peers, coupled with the threat of enemy invasion, drove Jet to adopt the standards of excellence that guide House Overture today. Through this diligence of craft and character, Jet was able to sculpt himself into a model warrior, capable of downing dozens of men in a single confrontation. As his prowess in battle became responsible for saving the lives of more and more of his brothers in arms, the initial disrespect for him due to his race began to fade, to a point where even Absalom's current ruler took note.
Many battles later, when the current onslaught at hand was finally repelled, the ruler decided to meet with Jet Crescendo personally, in order to congratulate his unprecedented performance in the war. However, at the would-be moment of their meeting, the ruler's closest aide revealed himself as a turncoat, attempting to assassinate the ruler as an act of revenge for the repelled attack on Absalom. What he did not expect was the presence of Jet, who was able to quickly dispatch of the coward with a swift slash across the jugular. This heroic act was the cherry on top of the sundae of blood Jet had made for the glory of Absalom, and the ruler, in great gratitude, recognized this fact. Heavy rewards were bestowed upon Jet, his service to his country earning him the title of Lord; an almost unheard of act, much more so for a ratfolk.
The ruler gave Jet a new last name, befitting for a noble of his origins: Overture. The word meaning "an introduction to something more substantial," it signified how his nobility was not born to him, but earned through grueling combat and martial ability. It represented how a being of once very humble, insignificant birth was able to become someone important. A nobody finding his own "introduction" of sorts.
The first ratfolk house of nobility in Absalom, House Overture is put through the wringer more than any other house of old. Constantly held to a higher standard, while at the same time being seen with less respect than other houses, the members of House Overture have fought and scrounged for everything they have. Certainly, they are not lacking in the monetary aspect, or in that of class and etiquette, but solely due to their lowly origins, they are treated not even as nobles by many members of the nobility. This mistreatment has led the ratfolk nobles to adopt a very strict, many times overbearing, way about themselves, making sure to perfectly adhere to customs and perfect themselves in every way possible, for one slip up or mistake could spell disaster for the House's reputation.
One such stipulation the members of House Overture follow is taking every action possible to differentiate themselves from what they refer to as "lesser" ratfolk. Their manor is built with the bedrooms on the highest floor to sleep as far away from the ground as possible; their tails and ears are kept tucked inside pants and hidden under hats; they have even gone as far as to name every member of the House after a gemstone. This strange choice is one of symbolism. Gems come from underground, much like ratfolk, but unlike ratfolk, gems are seen as precious and valuable by Absalom society. Therefore, to differentiate themselves as the "valuable" ratfolk of society, they have adopted such a naming system.
However, one feature of ratfolk society that has managed to bleed through into House Overture is their rapid population growth. Though quelled to a reasonable level now, the number of children in the early days of the house has resulted in massively bloated numbers of family members. The result of this being a sort of in-house society, complete with a justice system. Other noble houses do not look too kindly on the overpopulation of House Overture, however, seeing it as diluting the title of noble.
== Notable Members ==
===<u>Jet Overture</u><nowiki/>===
Jet Overture was the founding member of House Overture. A great warrior in the Absalom guard many years ago, his prominence in battle brought glory and honor to him, earning him the title of Lord, and cementing himself as the first Ratfolk noble in Absalom.
=== <u>Nepheline Overture</u> ===
Nepheline was the wife of Jet Overture. Originally named Sheliah, she was given a new name upon Jet's ascension to lordship. A stark contrast to the warrior Jet, she was a mild mannered ratfolk with a grey pelt and soft blue eyes, accompanying a quite soft voice. She was a quite caring wife, preparing hot meals and tending to Jet's needs whenever he would return from battle. Over many years, she mothered an impressive amount of ratfolk children, numbering in the dozens, and paving the way for House Overture to become the most numerous house of nobles in the city. Worrying about the vastly increased numbers of nobles diminishing the value of such a title, the fellow noble houses banded together, pressing a law through the system that limited the number of children a noblewoman of House Overture could mother, or that a male could sire. While the law was a wise move on the part of the other nobles, the family numbers had already expanded to ludicrous numbers by the time it was passed. Many of the young died from disease or war, however, leaving a more reasonable number after the fact, and temporarily appeasing the other noble houses.
=== <u>Proteus Overture</u> ===
Proteus Overture was a genius-level inventor born into the Overture name on the last day of the many sieges upon Absalom. With this in mind, he was thought to be an omen of peace, a sign upon House Overture of blessing, and that he was, but in a quite different way than expected. Rather than approach peace in the spiritual way, like most had anticipated, he used his vast knowledge of engineering to work with the city's most powerful mages and builders to assemble some of Absalom's most powerful defenses, most of which remain unknown to this day. However, though the contribution remains under wraps, it was very significant, earning him several accolades and much due, though not long lasting, praise for House Overture. In the years that followed, knowing he had accomplished his purpose in helping to secure peace for the city, he became a personal instructor for the many young rats born to the nobles of House Overture, instructing them in the ways of technology and science.
=== <u>Agate Overture</u> ===
Agate was arguably the most notable of the women of House Overture, next to Nepheline. The great great granddaughter of Proteus, Agate was born into an already well established and well known House Overture, but still one that was egregiously disrespected. Until she came along, many members of the house of ratfolk nobles were still acting about much as a regular ratfolk would, many of them running about with unclean pelts or matted fur. Their choice in fashion, certainly, was in severe disarray. Yes, they still followed the precedents set forth by Jet at the founding of House Overture, but such standards simply weren't enough to keep the house from being seen as common pests by their peers. Seeing this, Agate implemented a strict set of rules in House Overture, ones that are still in effect to this day. Members of the house must bathe 3 times a day, brush their fur and teeth 5 times, never be seen without expensive perfume or cologne, and hide their tails whenever possible. In addition, the men must only be seen in three piece suits and the women in full ballroom gowns.
=== <u>Chalcedony Overture</u> ===
Chalcedony Overture is the current patriarch of House Overture, and is Flint's father. As the current patriarch, he is a very busy man. He is responsible for maintaining authority in the house and overseeing all of the house's business holdings. Additionally, he acts as the chief justice and main arbiter in any inner-family disputes going on, such as a feud between nephew and uncle. All of this responsibility has shaped Chalcedony into a rough man, one with little patience for frivolous nonsense. As such, he is greatly feared and respected by all, well, most, members of House Overture.
=== <u>Rutile Overture</u> ===
Rutile Overture is the wife of Chalcedony, and hence Flint's mother. The wife of the patriarch, Rutile serves the role of house "mom." Though she is only Feldspar and Flint's biological mother, the large family society within House Overture all look up to her as a motherly figure. She is in direct charge of the housekeeping staff that cleans and cooks for the manor's residents, along with the nannying staff in charge of daycare services. As head of these operations, she herself is quite adept in all fields of homemaking and care. Additionally, she serves as a shoulder to cry on for many of the children and women of House Overture, being the mothering figure she is.
=== <u>Feldspar Overture</u> ===
Feldspar is the youngest member of House Overture, being only 2 years old. He is Flint's younger brother, but due to unfortunate events, is next in line for leadership of House Overture. The ratfolk of the house are very private people, and do not divulge too much information about their young to the outside world. Therefore, not much is known about Feldspar, but even at the age of 2, he seems quite distinguished.{{ATCOS_Character_Infobox|title1 = Flint Overture|caption1 = Suave and charming, Flint enjoys playing the bar piano and a good game of billiards.|gender = Male|race = Ratfolk|class = Dealer (Pool Shark)
Bard (Kung Fu Exemplar)|alignment = True Neutral|deity = Cayden Cailean|age = 34|height = 4ft 3in|weight = 72lbs|hair = Black|eyes = Green}}
== Flint Overture ==
== Appearance ==
As a higher class of ratfolk, Flint and the other Overtures try their best to set themselves apart from their lowly kin with extravagant displays of wealth and high standards. As such, Hell would freeze over before you caught Flint outside of a full fanciful getup, most commonly consisting of a black, three piece suit with a green vest and tie to accentuate his brilliant green eyes. His "casual" days still see him in a fully done up outfit, but lacking a vest, and instead opting for a green bowtie and blazer. In any outfit, his choice of cufflinks, shoes, and pocket square changes day to day, as he has a vast collection that is constantly gaining new additions. Some of his favorite pieces to wear are a silver set of cufflinks engraved with a cat's face (for the ironic effect), a pocket square comically designed to look like a slice of swiss cheese, and a green set of dragonscale loafers. After all, being so high class doesn't mean you have to sacrifice ALL fun in your outfit, as long as you still look splendid.
As for his body type and physical traits, Flint is a rather lanky fellow, with slick, black fur. The Overtures take great care to keep their coats healthy, groomed, and shiny, and Flint is certainly no exception. Black as night, and shiny as though it had just been oiled, Flint's magnificent pelt is a grand sight indeed. Adding to his distinction from his sewer-dwelling brethren, Flint possesses perfect posture, sitting or standing, making him seem significantly taller than most people are used to seeing in the average ratfolk. These things, coupled with his healthy physique rather than one of malnutrition and neglect, serve as enough to make him seem like an entirely different species all together.
==Personality==
In general, Flint is a very laid back, suave, fellow, mainly minding his own business and tending to his duties at the bar he works at. However, this is not to say he isn't talkative, but that he is not one to pry into the business of others. In fact, it is quite the challenge to pick out a moment when Flint is not locked in conversation with someone, as long as there are people around to talk to. These conversations are kept light-hearted, mostly consisting of off the cuff comedy and witty statements. Rarely are the topics of these jokes malicious or detrimental to any party, but instead are good fun. Things like clever wordplay, funny or enticing stories, sometimes even really bad puns fill the substance of his conversations. But there are times when he talks to a more discerning individual, and the conversation takes a more serious turn. Though Flint is more accustomed to comedic topics, he is still not one to shy away from any discussion, and will partake in the most philosophical of debates if the other person is so inclined to start one, although he will never begin one himself.
When not tending the bar, Flint has many other talents suited to the bar environment. First of all, he is the bar's foremost showroom singer and piano player, effortlessly playing and singing simultaneously. His music has been described by many bar patrons as "so good it's magical," most likely due to the fact that it IS in fact a source of magic, due to Flint's bardic training, which he likes to keep on the down low. Another very potent skill Flint possesses is that of a pool shark. When it comes to shooting balls into each other with sticks, nobody can top him. His skill in billiards is so great that he could jump the cue ball over an enemy ball in front of it, with a spin to make the cue come full 360 and hit the ball originally behind the cue. It's truly a spectacle to watch, though he mostly is left to play by himself, as his skill is intimidating to those who've seen him play.
Inside the vast halls of House Overture, Flint embodies a much more rigid, respectful tone and personality. Desperately trying to regain the respect of his family, he is on his best behavior any time nobility is even mentioned. While at the bar he may greet a patron casually, inside the house, his demeanor is all "my lord, my lady" type of stiff. He'll ask to take on more duties, serve his household, do anything to reclaim respect, but it is typically denied under fears that he will make a mockery or utterly fail anything assigned to him. This is a great source of anguish for Flint, who uses the bar life as his only escape from an otherwise life-crushing existence as a family mockery. However, one reason for their mocking is the fact that he IS so entwined in bar life, forming this dichotomy of lifestyles for Flint, further increasing the immense pressure he feels.
==Backstory==
Originally named Alexandrite (Alex for short), Flint was born when House Overture was just entering a new era in their acceptance into the noble community. His father Chalcedony, the leader of House Overture, had just secured some major plays with the other, well established houses of nobility. Through these new holds, he was ensuring that the ratfolk of his family were being given a greater deal of respect, being treated more like actual people than animals that happened to have money. While the unexpected birth of Alexandrite, who was the firstborn in the union of Chalcedony and his wife Rutile, was enough to give pause to these operations, it did not completely ruin them, as Chalcedony was able to pick the initiative back up, albeit losing some significant ground along the way.
As Alex grew up through his single digit years, he was schooled in the House's own in-house education system, being taught the ways of nobility, and the special, stricter rules that come with being a noble ratfolk. Almost constant bathing, meticulous grooming of the fur, and only the utmost choice of clothing. Additionally, he was taught the proper way of speaking and conducting oneself in public, with incredibly stiff manners, and an even stiffer tongue. No disrespect was even to be acknowledged by members of the house, for to respond to an outside criticism was not only to accept it, but also could be the gateway to much worse. Strangely, Alexandrite took better to this schooling program than any other ratfolk youth of the house, becoming the visage of noble purity.
In the latter half of his childhood, however, things started to change within Alex. A rebellious spirit rose up inside him as he learned of things like adventuring, bar life, and even the arcane arts. Comparatively, being a stuffy noble began to seem silly, boring, and completely overblown. He first began to act out in quite small ways, such as wearing a mismatching outfit to his lessons. However, the scolding from these tiny rebellions only strengthened his resolve, and he began finding progressively bigger ways to rebel. From clothing, it became speaking the wrong way, from that, it went to skipping a bath. Eventually things got to the point where his behavior was referred to his father. However, Chalcedony was a proud man, and a very stressed one at that. Not having the time or energy to deal with a broken pride, he denied allegations against his son, advocating for his excellence as he remembered him being as a small child.
This defense of his son would just come back to bite him even harder in the future, however, as not long after, Alex was caught rabble-rousing among the common folk at a tavern establishment. Worse still, he was spotted there by a noble from a rival house, who spread word of House Overture's heir being a low class drunk. When word of this reached Chalcedony, he was furious with the son who once would refuse to break a code of nobility even when it was necessary. In a fit of rage, he sent correspondence to Alex, instructing him not to return to House Overture, but to live instead among the "common folk" he seemed to so love above his kin. Additionally, he was stripped of the noble name assigned to him, instead being renamed to "Flint," in that a piece of flint is hardly a precious stone at all, signifying that he was hardly even a noble. In such, he was stripped of his status as heir, which remained empty, giving cause for his parents to have another child and, in their words, "try again." However, such efforts were not enough to keep the nasty rumors from spreading, and destroying all of the work Chalcedony had done for the past several years to increase House Overture's status.
Two years later, Flint was still not welcome in the house, now having established himself as a renowned pianist and singer, along with an excellent billiards player and bartender. However, it was also at this time that Flint's younger brother, Feldspar, was born. With a new heir to the nobility, Chalcedony was reinvigorated on his mission to further House Overture as a legitimate house of nobles, making extreme headway quite quickly, much more so than before. Meanwhile, Flint's status as a musician began to become somewhat legendary, earning him spots playing not just in the bar, but sometimes at high-class events such as noble weddings. Eventually it got to the level where news was spread back to his parents, who, even though the betrayal from their son still stung like a thorn in their hearts, they were happy to see him succeeding. After another two years, after baby Feldspar became a little less of a constant chore to take care of, the new success of the house brought a sense of ease to Chalcedony and Rutile. That, coupled with the fact that Flint was now a surprisingly big name in the music world, was enough for them to restore contact with their son. Readily accepting what looked like a chance at redemption, Flint accepted the contact, trying to restore what was lost.
[[Category:Characters]]
[[Category:Player Characters]]
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Lord Jorad Mereel
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{{ATCOS_Character_Infobox|title1 = Lord Jorad Mereel|image1 = Annotation 2020-08-03 021102.png|caption1 = The Mercenary Scion|gender = Male|race = Aasimar|class = Striker|alignment = LG|deity = Justice|age = 44|height = 183cm|weight = 80kg|hair = Black|eyes = Purple}}
==<nowiki/>==
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/* */
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{{ATCOS_Character_Infobox|title1 = Lord Jorad Mereel|image1 = Annotation 2020-08-03 021102.png|caption1 = The Mercenary Scion|gender = Male|race = Aasimar|class = Striker|alignment = LG|deity = Justice|age = 44|height = 183cm|weight = 80kg|hair = Black|eyes = Purple}}
==Backstory<nowiki/>==
== Story So Far ==
== Appearance ==
== Allies and Enemies ==
== Trivia ==
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2020-08-04T07:59:16Z
Indrick Ballerale
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/* Backstory */
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{{ATCOS_Character_Infobox|title1 = Lord Jorad Mereel|image1 = Annotation 2020-08-03 021102.png|caption1 = The Mercenary Scion|gender = Male|race = Aasimar|class = Striker|alignment = LG|deity = Justice|age = 44|height = 183cm|weight = 80kg|hair = Black|eyes = Purple}}
==Backstory<nowiki/>==
When one thinks of nobility and warfare, often great battlefield commanders spring to mind, leading armies of men either from the forefront or the rear, inspiring them towards glory. The Mereel family, however, chose to distance itself from this stereotype. In fact, they've never partaken in it. Ever since their first patriarch, Benjamin Steelfist, born in the quaint town of Mereel was granted lands and a title following an invasion of Absalom, the Mereel family has chosen a different path. So, a long and illustrious line of professional mercenaries, not quite adventurers, but not quite soldiers, has made its name across Golarion, never too far as long as you have the gold.
== Story So Far ==
== Appearance ==
== Allies and Enemies ==
== Trivia ==
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Indrick Ballerale
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{{ATCOS_Character_Infobox|title1 = Lord Jorad Mereel|image1 = Annotation 2020-08-03 021102.png|caption1 = The Mercenary Scion|gender = Male|race = Aasimar|class = Striker|alignment = LG|deity = Justice|age = 44|height = 183cm|weight = 80kg|hair = Black|eyes = Purple}}
==Backstory<nowiki/>==
When one thinks of nobility and warfare, often great battlefield commanders spring to mind, leading armies of men either from the forefront or the rear, inspiring them towards glory. The Mereel family, however, chose to distance itself from this stereotype. In fact, they've never partaken in it. Ever since their first patriarch, Benjamin Steelfist, born in the quaint town of Mereel was granted lands and a title following an invasion of Absalom, the Mereel family has chosen a different path. So, a long and illustrious line of professional mercenaries, not quite adventurers, but not quite soldiers, has made its name across Golarion, never too far as long as you have the gold.
The current lord of house Mereel, Jorad, was born in one of the most peaceful years of recent history, 4676. Some, his mother, Lady Elaine, in particular, hoped that this would mean he'd be a lover of peace, a change in comparison to the previous heads of the family.
For a while, it seemed that his mother's wishes would come true, and he grew up as a kind, outspoken boy, initially reluctant to even pick up a weapon. He spent more time learning diplomacy and playing music than he did training, which suited his mother just fine. It was as if Jorad disliked the very idea of swinging a sword or a spear, and more often than not he seemed content to avoid fights, even when provoked.
Unfortunately, a mild mannered, pacifistic Lord Mereel is not the reason the name was so respected, and the event that began to shape Jorad was the untimely death of Lady Elaine.
== Story So Far ==
== Appearance ==
== Allies and Enemies ==
== Trivia ==
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Lorline Platnah
0
195
341
2019-01-21T03:17:41Z
Hyper-HeartBeat
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Lorliney Platnah
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Hyper-HeartBeat
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Created page with "{{ATCOS_Character_Infobox|title1 = Lorline Platnah|image1 = Lorline Platnah Wiki Piki.PNG|row1 = "Let's get this fight rollin' already!"|gender = Male|race = Angel-Blooded Aas..."
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{{ATCOS_Character_Infobox|title1 = Lorline Platnah|image1 = Lorline Platnah Wiki Piki.PNG|row1 = "Let's get this fight rollin' already!"|gender = Male|race = Angel-Blooded Aasimar|class = Brawler|alignment = Lawful Neutral|deity = Sarenrae, The Dawnflower|age = 19|height = 6'01"|weight = 123 lbs|hair = Platinum|eyes = Grey-Blue}}
=='''<font size="6">Background</font>'''==
Born to a pair of otherwise unremarkable humans in a small port town named Sealight, Lorline Platnah seemed as though he bore no great destiny. Raised by middle-class tavern owners, he spent much of his early life working around drunks and swindlers, and learned quickly that he had a certain dislike for both types of people. Lorline found himself feeling trapped by his life in Sealight; It was rare for someone born in the town to leave at any pont in their life, and even rarer for those who did leave to do anything worthwhile with their lives. The ocean's waves called Sealight's residents to take up work as fishermen and sailors, but Lorline found his calling amid the pages of stories. He imagined himself in the heavy, iron boots of the dragon slayers and iron knights he read about, and eventually started wishing that he could live a life like theirs...
These wishes, he decided, couldn't be realized unless he took initiative. Upon the dawn of his eighteenth year, Lorline left Sealight and ventured away from the coasts he'd once called home. Heading inland, his first priority was to locate a trainer of some sort that would help him hone some sort of skill or talent with a weapon. For many weeks, he drifted from town to town in search of such a teacher before stumbling upon a strange village, nestled amid a tall mountain's highest crags. The residents of this place called it Heaven's Rise.
Within Heaven's Rise, many great warriors sought to be trained by the Grand Master Colran, a master of the unarmed combat so powerful that, even in his old age, none of the village's men could face his radiant strikes. The elderly master moved with inhuman grace, and seemed to be perpetually enveloped by a protective light. Lorline knew that, somehow, this would be the man to teach him. The young adventurer took up residence in the town and spent many nights thinking of ways to each the master's attention, to impress him somehow. Unfortunately, time presented no perfect solution, and Lorline resolved to simply ask directly. To his surprise, the old man accepted his request.
Months passed. Lorline, under Colran's instruction, honed his senses, refined his body, and trained his fists to become a walking, breathing weapon. Colran, strangely, never asked his pupil for any sort of compensation; He taught purely out of the kindness of his heart. For what it was worth, he taught well. Lorline became an adept combattant, among the mightiest in Heaven's Rise. After only a year of training, Colran declared that there was only one more lesson he could impart upon his student.
The wise old master explained to his pupil why he'd so readily trained him; Colran, an Aasimar, had recognized Lorline as another of his kind. Seeing the boy's innate radiance, the master had resolved to teach the fellow Aasimar his craft so that his arts may be practiced by another Angelblooded pugilist. It was then that Colran made his only request of Lorline; The boy must always strive to spread the light, and to conquer and vanquish the darkness. He must go out into the greater world and purge injustice wherever it may reside. The pupil agreed to these terms with great enthusiasm before leaving his master's abode for the last time. Lorline collected his things, bid the residents of Heaven's Rise goodbye, and began his new quest.
After more weeks than he cared to count, Lorline caught wind of an organization in a not-too-far-off city that may aid him in his mission. It took him only a short bit of time to route out the best path to Absalom, where he'd supposedly find this group...
=='''<font size="6">His Story So Far</font>'''==
(Currently Pending)
=='''<font size="6">Appearance</font>'''==
Lorline appears to be a normal human... for the most part. Something about his ''slightly-above-average'' height and his ''slightly-overly-bright'' blonde hair might act as hints for some as to the boy's Celestial heritage. Otherwise, he physically appears like a somewhat strong human or half-elf of ambiguous descent.
Even so, it's not hard to tell that this individual is bonded by blood to something higher. Sunlight seems to... cling to his form, somehow, as though shade isn't comfortable touching him. When outside, wind seems to glide through his hair ''just'' right, never leaving tangles or displacing the charmingly wild style. Lorline radiates a certain charm that even the natural world can't seem to resist, somehow...
Generally, Lorline walks around as though prepared for a fight, meaning that it's rare to catch him in public without his armor. Wreathed in bright, pale hide armor, he carries few containers or pouches aside from a backpack slung over his shoulder. Heavy metal padding sits on his forearms and the fronts of his heavy boots, as if to make his strikes hit harder and heavier.
=='''<font size="6">Personality</font>'''==
While he trained in something of a monastery, Lorline's behavior certainly doesn't reflect it. Growing up in a tavern, surrounded by drunkards, the boy took on a boistrous, bombastic personality; His good spirits are sturdy, and it takes a lot to bring him down. The young adventurer is very friendly, and often sees the best in everyone, including his foes. In his excessive volume, he finds subtlety somewhat foreign, and struggles when caught in a bad lie.
As friendly and positive as he may be, however, even Lorline has some limits. His oath to his trainer means that he finds difficulty interacting with individuals who are obviously evil or those who do evil things, and naturally evil-inclined creatures like fiends and undead nauseate him especially. Despite this, if working with enemies of all things righteous will lead to a greater overall good, he can set aside his disdain for a moment or two.
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{{ATCOS_Character_Infobox|title1 = Lorliney Platnah|image1 = Lorline Platnah Wiki Piki.PNG|row1 = "Let's get this fight rollin' already!"|gender = Male|race = Angel-Blooded Aasimar|class = Brawler|alignment = Lawful Neutral|deity = Sarenrae, The Dawnflower|age = 19|height = 6'01"|weight = 123 lbs|hair = Platinum|eyes = Grey-Blue}}
=='''<font size="6">Background</font>'''==
Born to a pair of otherwise unremarkable humans in a small port town named Sealight, Lorliney Platnah seemed as though he bore no great destiny. Raised by middle-class tavern owners, he spent much of his early life working around drunks and swindlers, and learned quickly that he had a certain dislike for both types of people. Lorliney found himself feeling trapped by his life in Sealight; It was rare for someone born in the town to leave at any pont in their life, and even rarer for those who did leave to do anything worthwhile with their lives. The ocean's waves called Sealight's residents to take up work as fishermen and sailors, but Lorliney found his calling amid the pages of stories. He imagined himself in the heavy, iron boots of the dragon slayers and iron knights he read about, and eventually started wishing that he could live a life like theirs...
These wishes, he decided, couldn't be realized unless he took initiative. Upon the dawn of his eighteenth year, Lorliney left Sealight and ventured away from the coasts he'd once called home. Heading inland, his first priority was to locate a trainer of some sort that would help him hone some sort of skill or talent with a weapon. For many weeks, he drifted from town to town in search of such a teacher before stumbling upon a strange village, nestled amid a tall mountain's highest crags. The residents of this place called it Heaven's Rise.
Within Heaven's Rise, many great warriors sought to be trained by the Grand Master Colran, a master of the unarmed combat so powerful that, even in his old age, none of the village's men could face his radiant strikes. The elderly master moved with inhuman grace, and seemed to be perpetually enveloped by a protective light. Lorliney knew that, somehow, this would be the man to teach him. The young adventurer took up residence in the town and spent many nights thinking of ways to each the master's attention, to impress him somehow. Unfortunately, time presented no perfect solution, and Lorliney resolved to simply ask directly. To his surprise, the old man accepted his request.
Months passed. Lorliney, under Colran's instruction, honed his senses, refined his body, and trained his fists to become a walking, breathing weapon. Colran, strangely, never asked his pupil for any sort of compensation; He taught purely out of the kindness of his heart. For what it was worth, he taught well. Lorliney became an adept combattant, among the mightiest in Heaven's Rise. After only a year of training, Colran declared that there was only one more lesson he could impart upon his student.
The wise old master explained to his pupil why he'd so readily trained him; Colran, an Aasimar, had recognized Lorliney as another of his kind. Seeing the boy's innate radiance, the master had resolved to teach the fellow Aasimar his craft so that his arts may be practiced by another Angelblooded pugilist. It was then that Colran made his only request of Lorliney; The boy must always strive to spread the light, and to conquer and vanquish the darkness. He must go out into the greater world and purge injustice wherever it may reside. The pupil agreed to these terms with great enthusiasm before leaving his master's abode for the last time. Lorliney collected his things, bid the residents of Heaven's Rise goodbye, and began his new quest.
After more weeks than he cared to count, Lorliney caught wind of an organization in a not-too-far-off city that may aid him in his mission. It took him only a short bit of time to route out the best path to Absalom, where he'd supposedly find this group...
=='''<font size="6">His Story So Far</font>'''==
(Currently Pending)
=='''<font size="6">Appearance</font>'''==
Lorliney appears to be a normal human... for the most part. Something about his ''slightly-above-average'' height and his ''slightly-overly-bright'' blonde hair might act as hints for some as to the boy's Celestial heritage. Otherwise, he physically appears like a somewhat strong human or half-elf of ambiguous descent.
Even so, it's not hard to tell that this individual is bonded by blood to something higher. Sunlight seems to... cling to his form, somehow, as though shade isn't comfortable touching him. When outside, wind seems to glide through his hair ''just'' right, never leaving tangles or displacing the charmingly wild style. Lorliney radiates a certain charm that even the natural world can't seem to resist, somehow...
Generally, Lorliney walks around as though prepared for a fight, meaning that it's rare to catch him in public without his armor. Wreathed in bright, pale hide armor, he carries few containers or pouches aside from a backpack slung over his shoulder. Heavy metal padding sits on his forearms and the fronts of his heavy boots, as if to make his strikes hit harder and heavier.
=='''<font size="6">Personality</font>'''==
While he trained in something of a monastery, Lorliney's behavior certainly doesn't reflect it. Growing up in a tavern, surrounded by drunkards, the boy took on a boistrous, bombastic personality; His good spirits are sturdy, and it takes a lot to bring him down. The young adventurer is very friendly, and often sees the best in everyone, including his foes. In his excessive volume, he finds subtlety somewhat foreign, and struggles when caught in a bad lie.
As friendly and positive as he may be, however, even Lorliney has some limits. His oath to his trainer means that he finds difficulty interacting with individuals who are obviously evil or those who do evil things, and naturally evil-inclined creatures like fiends and undead nauseate him especially. Despite this, if working with enemies of all things righteous will lead to a greater overall good, he can set aside his disdain for a moment or two.
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Hyper-HeartBeat
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{{ATCOS_Character_Infobox|title1 = Lorliney Platnah|image1 = Lorline Platnah Wiki Piki.PNG|row1 = "Let's get this fight rollin' already!"|gender = Male|race = Angel-Blooded Aasimar|class = Brawler|alignment = Lawful Neutral|deity = Sarenrae, The Dawnflower|age = 19|height = 6'01"|weight = 123 lbs|hair = Platinum|eyes = Grey-Blue}}
=='''<font size="6">Background</font>'''==
Born to a pair of otherwise unremarkable humans in a small port town named Sealight, Lorliney Platnah seemed as though he bore no great destiny. Raised by middle-class tavern owners, he spent much of his early life working around drunks and swindlers, and learned quickly that he had a certain dislike for both types of people. Lorliney found himself feeling trapped by his life in Sealight; It was rare for someone born in the town to leave at any pont in their life, and even rarer for those who did leave to do anything worthwhile with their lives. The ocean's waves called Sealight's residents to take up work as fishermen and sailors, but Lorliney found his calling amid the pages of stories. He imagined himself in the heavy, iron boots of the dragon slayers and iron knights he read about, and eventually started wishing that he could live a life like theirs...
These wishes, he decided, couldn't be realized unless he took initiative. Upon the dawn of his eighteenth year, Lorliney left Sealight and ventured away from the coasts he'd once called home. Heading inland, his first priority was to locate a trainer of some sort that would help him hone some sort of skill or talent with a weapon. For many weeks, he drifted from town to town in search of such a teacher before stumbling upon a strange village, nestled amid a tall mountain's highest crags. The residents of this place called it Heaven's Rise.
Within Heaven's Rise, many great warriors sought to be trained by the Grand Master Colran, a master of the unarmed combat so powerful that, even in his old age, none of the village's men could face his radiant strikes. The elderly master moved with inhuman grace, and seemed to be perpetually enveloped by a protective light. Lorliney knew that, somehow, this would be the man to teach him. The young adventurer took up residence in the town and spent many nights thinking of ways to each the master's attention, to impress him somehow. Unfortunately, time presented no perfect solution, and Lorliney resolved to simply ask directly. To his surprise, the old man accepted his request.
Months passed. Lorliney, under Colran's instruction, honed his senses, refined his body, and trained his fists to become a walking, breathing weapon. Colran, strangely, never asked his pupil for any sort of compensation; He taught purely out of the kindness of his heart. For what it was worth, he taught well. Lorliney became an adept combattant, among the mightiest in Heaven's Rise. After only a year of training, Colran declared that there was only one more lesson he could impart upon his student.
The wise old master explained to his pupil why he'd so readily trained him; Colran, an Aasimar, had recognized Lorliney as another of his kind. Seeing the boy's innate radiance, the master had resolved to teach the fellow Aasimar his craft so that his arts may be practiced by another Angelblooded pugilist. It was then that Colran made his only request of Lorliney; The boy must always strive to spread the light, and to conquer and vanquish the darkness. He must go out into the greater world and purge injustice wherever it may reside. The pupil agreed to these terms with great enthusiasm before leaving his master's abode for the last time. Lorliney collected his things, bid the residents of Heaven's Rise goodbye, and began his new quest.
After more weeks than he cared to count, Lorliney caught wind of an organization in a not-too-far-off city that may aid him in his mission. It took him only a short bit of time to route out the best path to Absalom, where he'd supposedly find this group...
=='''<font size="6">His Story So Far</font>'''==
(Currently Pending)
=='''<font size="6">Appearance</font>'''==
Lorliney appears to be a normal human... for the most part. Something about his ''slightly-above-average'' height and his ''slightly-overly-bright'' blonde hair might act as hints for some as to the boy's Celestial heritage. Otherwise, he physically appears like a somewhat strong human or half-elf of ambiguous descent.
Even so, it's not hard to tell that this individual is bonded by blood to something higher. Sunlight seems to... cling to his form, somehow, as though shade isn't comfortable touching him. When outside, wind seems to glide through his hair ''just'' right, never leaving tangles or displacing the charmingly wild style. Lorliney radiates a certain charm that even the natural world can't seem to resist, somehow...
Generally, Lorliney walks around as though prepared for a fight, meaning that it's rare to catch him in public without his armor. Wreathed in bright, pale hide armor, he carries few containers or pouches aside from a backpack slung over his shoulder. Heavy metal padding sits on his forearms and the fronts of his heavy boots, as if to make his strikes hit harder and heavier.
=='''<font size="6">Personality</font>'''==
While he trained in something of a monastery, Lorliney's behavior certainly doesn't reflect it. Growing up in a tavern, surrounded by drunkards, the boy took on a boistrous, bombastic personality; His good spirits are sturdy, and it takes a lot to bring him down. The young adventurer is very friendly, and often sees the best in everyone, including his foes. In his excessive volume, he finds subtlety somewhat foreign, and struggles when caught in a bad lie.
As friendly and positive as he may be, however, even Lorliney has some limits. His oath to his trainer means that he finds difficulty interacting with individuals who are obviously evil or those who do evil things, and naturally evil-inclined creatures like fiends and undead nauseate him especially. Despite this, if working with enemies of all things righteous will lead to a greater overall good, he can set aside his disdain for a moment or two.
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Lucia Sol
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{{ATCOS_Character_Infobox|title1 = Lucia Sol}}
=='''<font size="6">Appearance</font>'''==
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible"></div>
=='''<font size="6">Personality</font>'''==
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{{ATCOS_Character_Infobox|title1 = Lucia Sol|image1 = Nun by miura n315 dbwold4.png|gender = Female|race = Div-Spawn TIefling|class = Dustbringer|alignment = NE|deity = Gyronna|age = 28|height = 6'|weight = 103 lbs|hair = Blonde|eyes = Yellow}}
=='''<font size="6">Appearance</font>'''==
As she's trying to hide her devil origins, Lucia her appearance is rather plain for the most part. Donning a form-fitting nun gown with a equally as plain habit, only a few locks of her long, blonde hair escaping it to cover her right eye, she's merely a simple woman of faith at first sight.
When she decides to ditch it, she's far more unique. On her head, two pairs of tiny devil horns sprouted, both of them being barely visible under the habit. Her build is slim and has barely any muscles on it, making her movements quite graceful. The most defining feature Lucia has when exposed, are the numerous holy symbols of Gyronna she has tattood all over her body. These blood-shot eyes are magical in nature, the pupils on them moving towards her prey when she spots it.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible"></div>
=='''<font size="6">Personality</font>'''==
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/* Background */
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{{ATCOS_Character_Infobox|title1 = Lucia Sol|image1 = Nun by miura n315 dbwold4.png|gender = Female|race = Div-Spawn TIefling|class = Dustbringer|alignment = NE|deity = Gyronna|age = 28|height = 6'|weight = 103 lbs|hair = Blonde|eyes = Yellow}}
=='''<font size="6">Appearance</font>'''==
As she's trying to hide her devil origins, Lucia her appearance is rather plain for the most part. Donning a form-fitting nun gown with a equally as plain habit, only a few locks of her long, blonde hair escaping it to cover her right eye, she's merely a simple woman of faith at first sight.
When she decides to ditch the robe, she's far more unique in appearance. On her head, two pairs of tiny devil horns sprouted, both of them being barely visible under the habit. Her build is slim and has barely any muscles on it, making her movements quite graceful. The most defining feature Lucia has when exposed, are the numerous holy symbols of Gyronna she has tattood all over her body. These blood-shot eyes are magical in nature, the pupils on them moving towards her prey when she spots it.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible"></div>
=='''<font size="6">Personality</font>'''==
On first meeting the nun, she seems to have a very demure persona. Overly polite in her way of talking to people, and immensely apologetic over even the tiniest thing, bowing her head and saying sorry for everything that could be considered rude. However, just like her appearance, it's just a front.
One who talks to her more than 5 minutes can easily determine that the woman is quite depraved, running her mouth extremely quickly. At the first mention of love, she'll start blushing and ranting on about it, far too interested between the bonds of people. Unabashedly, she'll tell how she wishes to 'consume all love' or anything resembling it, quite heavily hinting at her true nature. Being a masochist and a sadist, she takes 'pleasure in fighting' a bit too far, enjoying getting stabbed as well as dishing out some hurt.
Her self-restraint is extremely low. As said before, she has to limit herself and physically remove herself from situations that excite her too much, lest she gets tempted to consume someone in her mental haze. She doesn't view this necessarily as evil, and thinks thats absorbing people is granting them the greatest love there is - Being part of her very own being. As crazy and insane as it may sound, her greatest wish is to be 'the world': Meaning she wants to make everything a part of herself.
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{{ATCOS_Character_Infobox|title1 = Lucia Sol|image1 = Nun by miura n315 dbwold4.png|gender = Female|race = Div-Spawn TIefling|class = Dustbringer|alignment = NE|deity = Gyronna|age = 28|height = 6'|weight = 103 lbs|hair = Blonde|eyes = Yellow}}
=='''<font size="6">Appearance</font>'''==
As she's trying to hide her devil origins, Lucia her appearance is rather plain for the most part. Donning a form-fitting nun gown with a equally as plain habit, only a few locks of her long, blonde hair escaping it to cover her right eye, she's merely a simple woman of faith at first sight.
When she decides to ditch the robe, she's far more unique in appearance. On her head, two pairs of tiny devil horns sprouted, both of them being barely visible under the habit. Her build is slim, tinted slightly yellow and has barely any muscles on it, making her movements quite graceful. The most defining feature Lucia has when exposed, are the numerous holy symbols of Gyronna she has tattood all over her body. These blood-shot eyes are magical in nature, the pupils on them moving towards her prey when she spots it.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Hailing from the Shaguang Desert in Tian Xia, Lucia was born in quite a remote area. Her parents were both shocked by the horns she possessed, both of them unsure what caused the fiendish traits to manifest in their child. Not wanting to do anything with it, they dropped her off at a monastery bordering the remote region only a few days after she came to the world.
With the monastery being dedicated to Iori, she was brought into their daily training at a young age, forced to refine her body day after day. Yet, no matter how hard she trained, her physical strength never improved - As a curse had manifested in her. Everything the girl held slowly began to break down over time, this decomposing effect also affecting her own body, causing her muscles to never gain too much mass. So, instead of focusing on raw strength like the other disciples, she began training in a different ways, using her quick reflexes and knowledge of chakras to disrupt them in someone's body.
As the years went by, Lucia grew increasingly unsatisfied with her life. The monotonous training left her hunkering for something more, not content with honing her skills for the rest of her life. With that in mind, she departed over to the nation of Quain at the age of 21, the young adult settling in Lanming for another few years of her life.
As she lived there, she turned around her life quite hard. Instead of continuing her training, she lived her life simply. Taking occasional jobs or
</div>
=='''<font size="6">Personality</font>'''==
On first meeting the nun, she seems to have a very demure persona. Overly polite in her way of talking to people, and immensely apologetic over even the tiniest thing, bowing her head and saying sorry for everything that could be considered rude. However, just like her appearance, it's just a front.
One who talks to her more than 5 minutes can easily determine that the woman is quite depraved, running her mouth extremely quickly. At the first mention of love, she'll start blushing and ranting on about it, far too interested between the bonds of people. Unabashedly, she'll tell how she wishes to 'consume all love' or anything resembling it, quite heavily hinting at her true nature. Being a masochist and a sadist, she takes 'pleasure in fighting' a bit too far, enjoying getting stabbed as well as dishing out some hurt.
Her self-restraint is extremely low. As said before, she has to limit herself and physically remove herself from situations that excite her too much, lest she gets tempted to consume someone in her mental haze. She doesn't view this necessarily as evil, and thinks thats absorbing people is granting them the greatest love there is - Being part of her very own being. As crazy and insane as it may sound, her greatest wish is to be 'the world': Meaning she wants to make everything a part of herself.
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{{ATCOS_Character_Infobox|title1 = Lucia Sol|image1 = Nun by miura n315 dbwold4.png|gender = Female|race = Div-Spawn TIefling|class = Dustbringer|alignment = NE|deity = Gyronna|age = 28|height = 6'|weight = 103 lbs|hair = Blonde|eyes = Yellow}}
=='''<font size="6">Appearance</font>'''==
As she's trying to hide her devil origins, Lucia her appearance is rather plain for the most part. Donning a form-fitting nun gown with a equally as plain habit, only a few locks of her long, blonde hair escaping it to cover her right eye, she's merely a simple woman of faith at first sight.
When she decides to ditch the robe, she's far more unique in appearance. On her head, two pairs of tiny devil horns sprouted, both of them being barely visible under the habit. Her build is slim, tinted slightly yellow and has barely any muscles on it, making her movements quite graceful. The most defining feature Lucia has when exposed, are the numerous holy symbols of Gyronna she has tattood all over her body. These blood-shot eyes are magical in nature, the pupils on them moving towards her prey when she spots it.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Hailing from the Shaguang Desert in Tian Xia, Lucia was born in quite a remote area. Her parents were both shocked by the horns she possessed, both of them unsure what caused the fiendish traits to manifest in their child. Not wanting to do anything with it, they dropped her off at a monastery bordering the remote region only a few days after she came to the world.
With the monastery being dedicated to Iori, she was brought into their daily training at a young age, forced to refine her body day after day. Yet, no matter how hard she trained, her physical strength never improved - As a curse had manifested in her. Everything the girl held slowly began to break down over time, this decomposing effect also affecting her own body, causing her muscles to never gain too much mass. So, instead of focusing on raw strength like the other disciples, she began training in a different ways, using her quick reflexes and knowledge of chakras to disrupt them in someone's body.
As the years went by, Lucia grew increasingly unsatisfied with her life. The monotonous training left her hunkering for something more, not content with honing her skills for the rest of her life. With that in mind, she departed over to the nation of Quain at the age of 21, the young adult settling in Lanming for another few years of her life.
Living there, Lucia turned her life around a bit. Although she still continued her training on the down low, most of her time was spend taking on different part time jobs, simply trying to make a living. She also eventually found her first love - A young man named Luther. And so, 7 or so years passed by in Lanming, Lucia continuing a rather standard life.
But again, daily life started getting monotonous, a standard life not fit for Lucia either. And even though she was extremely happy with her boyfriend at the time, she was continuously thinking about falling into depravity and hurting him. Trying to cure these horrible thoughts, the young nun went on to talk with a group of fellow woman of faith - However, these turned about to be followers of Gyronna, who were simply hiding their faith. Instead of talking Lucia out of all these sinful ideas, they only fuelled her desire to commit these horrible acts.
After while of staving off these thoughts, she finally succumbed. Cheating on her boyfriend with the intention to get caught right into the act, one of her desired finally got sated. The feeling of having her loving relationship crumble right in front of her eyes excited her like never before - And that where she found her calling.
In the heat of the moment, Lucia her body moved on her own. Swiftly dispatching of both her affair and her former, the young nun had never felt more alive. As she revelled in the moment, her mind soon returned back to earth - And her gaze fell on the two bodies in front of her. Luckily enough, with her decomposing powers, the crime was quickly hidden. Chuckling to herself, she knew she was going to get addicted to doing this. But with this city being fairly tightly knit, she set out to Absalom. Here, her crimes would just be just one of the many, hiding her depraved mind between the masses.
</div>
=='''<font size="6">Personality</font>'''==
On first meeting the nun, she seems to have a very demure persona. Overly polite in her way of talking to people, and immensely apologetic over even the tiniest thing, bowing her head and saying sorry for everything that could be considered rude. However, just like her appearance, it's just a front.
One who talks to her more than 5 minutes can easily determine that the woman is quite depraved, running her mouth extremely quickly. At the first mention of love, she'll start blushing and ranting on about it, far too interested between the bonds of people. Unabashedly, she'll tell how she wishes to 'consume all love' or anything resembling it, quite heavily hinting at her true nature. Being a masochist and a sadist, she takes 'pleasure in fighting' a bit too far, enjoying getting stabbed as well as dishing out some hurt.
Her self-restraint is extremely low. As said before, she has to limit herself and physically remove herself from situations that excite her too much, lest she gets tempted to consume someone in her mental haze. She doesn't view this necessarily as evil, and thinks thats absorbing people is granting them the greatest love there is - Being part of her very own being. As crazy and insane as it may sound, her greatest wish is to be 'the world': Meaning she wants to make everything a part of herself.
o48gf3p5dhsu8iowiyrs3i2ebg5o6gu
532
429
2019-06-20T16:18:59Z
Edulat
39298793
532
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Lucia Sol|image1 = Nun by miura n315 dbwold4.png|image2 = lucia2.png|gender = Female|race = Div-Spawn TIefling|class = Dustbringer|alignment = NE|deity = Gyronna|age = 28|height = 6'|weight = 103 lbs|hair = Blonde|eyes = Yellow}}
=='''<font size="6">Appearance</font>'''==
As she's trying to hide her devil origins, Lucia her appearance is rather plain for the most part. Donning a form-fitting nun gown with a equally as plain habit, only a few locks of her long, blonde hair escaping it to cover her right eye, she's merely a simple woman of faith at first sight.
When she decides to ditch the robe, she's far more unique in appearance. On her head, two pairs of tiny devil horns sprouted, both of them being barely visible under the habit. Her build is slim, tinted slightly yellow and has barely any muscles on it, making her movements quite graceful. The most defining feature Lucia has when exposed, are the numerous holy symbols of Gyronna she has tattood all over her body. These blood-shot eyes are magical in nature, the pupils on them moving towards her prey when she spots it.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Hailing from the Shaguang Desert in Tian Xia, Lucia was born in quite a remote area. Her parents were both shocked by the horns she possessed, both of them unsure what caused the fiendish traits to manifest in their child. Not wanting to do anything with it, they dropped her off at a monastery bordering the remote region only a few days after she came to the world.
With the monastery being dedicated to Iori, she was brought into their daily training at a young age, forced to refine her body day after day. Yet, no matter how hard she trained, her physical strength never improved - As a curse had manifested in her. Everything the girl held slowly began to break down over time, this decomposing effect also affecting her own body, causing her muscles to never gain too much mass. So, instead of focusing on raw strength like the other disciples, she began training in a different ways, using her quick reflexes and knowledge of chakras to disrupt them in someone's body.
As the years went by, Lucia grew increasingly unsatisfied with her life. The monotonous training left her hunkering for something more, not content with honing her skills for the rest of her life. With that in mind, she departed over to the nation of Quain at the age of 21, the young adult settling in Lanming for another few years of her life.
Living there, Lucia turned her life around a bit. Although she still continued her training on the down low, most of her time was spend taking on different part time jobs, simply trying to make a living. She also eventually found her first love - A young man named Luther. And so, 7 or so years passed by in Lanming, Lucia continuing a rather standard life.
But again, daily life started getting monotonous, a standard life not fit for Lucia either. And even though she was extremely happy with her boyfriend at the time, she was continuously thinking about falling into depravity and hurting him. Trying to cure these horrible thoughts, the young nun went on to talk with a group of fellow woman of faith - However, these turned about to be followers of Gyronna, who were simply hiding their faith. Instead of talking Lucia out of all these sinful ideas, they only fuelled her desire to commit these horrible acts.
After while of staving off these thoughts, she finally succumbed. Cheating on her boyfriend with the intention to get caught right into the act, one of her desired finally got sated. The feeling of having her loving relationship crumble right in front of her eyes excited her like never before - And that where she found her calling.
In the heat of the moment, Lucia her body moved on her own. Swiftly dispatching of both her affair and her former, the young nun had never felt more alive. As she revelled in the moment, her mind soon returned back to earth - And her gaze fell on the two bodies in front of her. Luckily enough, with her decomposing powers, the crime was quickly hidden. Chuckling to herself, she knew she was going to get addicted to doing this. But with this city being fairly tightly knit, she set out to Absalom. Here, her crimes would just be just one of the many, hiding her depraved mind between the masses.
</div>
=='''<font size="6">Personality</font>'''==
On first meeting the nun, she seems to have a very demure persona. Overly polite in her way of talking to people, and immensely apologetic over even the tiniest thing, bowing her head and saying sorry for everything that could be considered rude. However, just like her appearance, it's just a front.
One who talks to her more than 5 minutes can easily determine that the woman is quite depraved, running her mouth extremely quickly. At the first mention of love, she'll start blushing and ranting on about it, far too interested between the bonds of people. Unabashedly, she'll tell how she wishes to 'consume all love' or anything resembling it, quite heavily hinting at her true nature. Being a masochist and a sadist, she takes 'pleasure in fighting' a bit too far, enjoying getting stabbed as well as dishing out some hurt.
Her self-restraint is extremely low. As said before, she has to limit herself and physically remove herself from situations that excite her too much, lest she gets tempted to consume someone in her mental haze. She doesn't view this necessarily as evil, and thinks thats absorbing people is granting them the greatest love there is - Being part of her very own being. As crazy and insane as it may sound, her greatest wish is to be 'the world': Meaning she wants to make everything a part of herself.
hhby9tbhxo4hnclwoa2t7pa1u0st8ps
Lucille Buvelle, Matriarch of House Buvelle
0
597
1226
2020-05-27T16:38:26Z
BoofieBoofieBoofie
45154842
Created page with "{{Infobox_character|name = Lady Lucille Buvelle |aliases = Lady Buvelle Lady B |relatives = Father: Lord Alexander Buvelle (deceased) Mother: Lady Veela Buvelle 7 Brothers ..."
1226
wikitext
text/x-wiki
{{Infobox_character|name = Lady Lucille Buvelle
|aliases = Lady Buvelle
Lady B
|relatives = Father: Lord Alexander Buvelle (deceased)
Mother: Lady Veela Buvelle
7 Brothers
2 Sisters
|affiliation = Lawful Neutral (Considers Herself LG for the purposes of House Buvelle)
|birthDate = 21/5
|birthPlace = Vigil, Capital of Lastwall
|deathDate = Unknown
|deathPlace = Unknown
|species = Human
|gender = Female
|height = 5'6
|weight = 110lbs
|eyes = Blue
}}Lucille Buvelle, the Head of House Buvelle, is a woman not[[File:1a7c7f47108d4c8941aeff7e503084fdd76e35ab_hq.jpg|thumb|320px|Lady Buvelle, winning a dual]] like many others. For Instance, she's the Matriach - a luxury that only Male members of the Buvelle house (or any) would receive (obviously being patriarchs, duh), and much unlike many Female Nobles from Lastwall, she underwent dire training to be a swordswoman that would rival that of Watcher-Lord Ulthun II himself. Although she was to be suitored off as a "political pawn" due to her superior looks, she took fate into her own hands- setting a future for herself and all of her brothers and sisters within House Buvelle.
Upon the day of Lucille's wedding, to the Suitor known as Lord Bernard Lastrange, the woman decided that she'd go through with the wedding upon a single condition being met - that she would lose in a duel towards Lord Bernard. Tearing apart most of the exquisite dress that her father had tailor made to suit her body, she pulled Fierte, the Buvelle Families' Heirloom Rapier from her Father's sheathe. After a brief moment of circling round one another, Lord Bernard would make the first strike... or so he thought, as he struck towards Lucille's abdomen the woman nimbly wielded Fierte around his sword, flicking it upwards into the chapel's rooftop so deeply that it pierced through the ceiling, and after a brief (dozen) strikes from Fierte, she would place the rapier's tip against his throat, declaring that she had won the duel - and brought her fate into her own hands. At this Lord Bernard was furious, and challenged Lucille's father, the Lord Alexandra Buvelle to a duel to the death...
The Night before the duel came around fairly quickly, though not to the benefit of Lord Alexandra, as Lord Bernard's sister, Lady Bellicia had performed scrying magics to make sure that the Coward that lead the Buvelle House was training - but he was not, instead, the man had slipped into the Lastrange Manor, attempting to poison his challenger so that he'd certainly win, and as he slipped the poison into the cup, the trap was sprung, Vigil Guardsmen burst into the room, hastily arresting Lord Alexandra and taking him towards the Living Tribunal - to which his exact punishment would be decided upon.
Seeing as Alexandra had committed a crime most foul, that he should die without his honour, to be humiliated upon the executioner's scaffold and hung - like that of a common criminal...
Lucille, in all her honour and pride decided to pay a visit to the Watcher-Lord Ulthun II and knelt before him, offering up her own rapier, Avaler, for a single request - that she would be the one to fight her disgraced father, Alexander, to the death and that she would become his successor, to which Watcher-Lord Ulthun II accepted.<br />After seemingly no time at all, Lucille and Alexander stood face to face in the Hall of Champions, Lucille with Avaler in hand and Alexander with Fierte, the two nodded at one another - they knew this would be the end for one of them, should Lucille falter in combat, Alexander would be relieved of his crimes and Lucille would be the one to take the blame for each of them - giving her life for his repentance, but at the same time Lucille knew that she could not lose, to lose to a man with no honour would be disgraceful and people would spit on her gravestone for eternity.
Lucille swished Avaler into the air, signifying that she were ready to begin the duel, to which Alexander would swing his sword in response, the two wasted no time in coming to blows with one another, flashes and crashes of Silver against Cold Iron as the two waltzed around the hall for what felt like an eternity, every strike was a farewell, every spark was a tear of joy and every step was a memory that the survivor would never forget. Alexander was a skilled man, one of the fiercest and cunning duelists in Vigil, yet as Lucille gained the upper hand, she proved unto him that she was an impossible foe, dozens upon dozens of strikes towards her father, ending when Lucille finally managed to flip Fierte from his hand, severing his fingers in the process and driving her blade into his heart.
As the man lay dying in her arms, he had no more words to say to the now Matriarch of House Buvelle, their words; pride; conviction and strength - all spoken during their dual, Watcher-Lord Ulthun II tapped his sheath into the ground, Lucille had won.
Lucille Buvelle, now commonly known as Lady Buvelle - serving as the Houses Matriarch, seeks to erase her Father's legacy of disgracing their house, her brothers, sisters and distant cousins all picked up the blade in her name, and though she may be as stubborn and direct, nothing stopped the rumours from the other House Lords speaking ill of House Buvelle, and should Lucille catch wind of it - a Duel to the Death was sure to follow.
35ld5wkocdioggkgvj1a49etxee04mq
1317
1226
2020-05-31T19:07:11Z
BoofieBoofieBoofie
45154842
1317
wikitext
text/x-wiki
{{Infobox_character|Portrait
|name = Lady Lucille Buvelle
|image = <gallery>File:Unknown-3.png
</gallery>
|aliases = Lady Buvelle
Lady B
|relatives = Father: Lord Alexander Buvelle (deceased)
Mother: Lady Veela Buvelle
7 Brothers
2 Sisters
|affiliation = Lawful Neutral (Considers Herself LG for the purposes of House Buvelle)
|birthDate = 21/5
|birthPlace = Vigil, Capital of Lastwall
|deathDate = Unknown
|deathPlace = Unknown
|species = Human
|gender = Female
|height = 5'6
|weight = 110lbs
|eyes = Blue
}}Lucille Buvelle, the Head of House Buvelle, is a woman not[[File:1a7c7f47108d4c8941aeff7e503084fdd76e35ab_hq.jpg|thumb|320px|Lady Buvelle, winning a dual]] like many others. For Instance, she's the Matriach - a luxury that only Male members of the Buvelle house (or any) would receive (obviously being patriarchs, duh), and much unlike many Female Nobles from Lastwall, she underwent dire training to be a swordswoman that would rival that of Watcher-Lord Ulthun II himself. Although she was to be suitored off as a "political pawn" due to her superior looks, she took fate into her own hands- setting a future for herself and all of her brothers and sisters within House Buvelle.
Upon the day of Lucille's wedding, to the Suitor known as Lord Bernard Lastrange, the woman decided that she'd go through with the wedding upon a single condition being met - that she would lose in a duel towards Lord Bernard. Tearing apart most of the exquisite dress that her father had tailor made to suit her body, she pulled Fierte, the Buvelle Families' Heirloom Rapier from her Father's sheathe. After a brief moment of circling round one another, Lord Bernard would make the first strike... or so he thought, as he struck towards Lucille's abdomen the woman nimbly wielded Fierte around his sword, flicking it upwards into the chapel's rooftop so deeply that it pierced through the ceiling, and after a brief (dozen) strikes from Fierte, she would place the rapier's tip against his throat, declaring that she had won the duel - and brought her fate into her own hands. At this Lord Bernard was furious, and challenged Lucille's father, the Lord Alexandra Buvelle to a duel to the death...
The Night before the duel came around fairly quickly, though not to the benefit of Lord Alexandra, as Lord Bernard's sister, Lady Bellicia had performed scrying magics to make sure that the Coward that lead the Buvelle House was training - but he was not, instead, the man had slipped into the Lastrange Manor, attempting to poison his challenger so that he'd certainly win, and as he slipped the poison into the cup, the trap was sprung, Vigil Guardsmen burst into the room, hastily arresting Lord Alexandra and taking him towards the Living Tribunal - to which his exact punishment would be decided upon.
Seeing as Alexandra had committed a crime most foul, that he should die without his honour, to be humiliated upon the executioner's scaffold and hung - like that of a common criminal...
Lucille, in all her honour and pride decided to pay a visit to the Watcher-Lord Ulthun II and knelt before him, offering up her own rapier, Avaler, for a single request - that she would be the one to fight her disgraced father, Alexander, to the death and that she would become his successor, to which Watcher-Lord Ulthun II accepted.<br />After seemingly no time at all, Lucille and Alexander stood face to face in the Hall of Champions, Lucille with Avaler in hand and Alexander with Fierte, the two nodded at one another - they knew this would be the end for one of them, should Lucille falter in combat, Alexander would be relieved of his crimes and Lucille would be the one to take the blame for each of them - giving her life for his repentance, but at the same time Lucille knew that she could not lose, to lose to a man with no honour would be disgraceful and people would spit on her gravestone for eternity.
Lucille swished Avaler into the air, signifying that she were ready to begin the duel, to which Alexander would swing his sword in response, the two wasted no time in coming to blows with one another, flashes and crashes of Silver against Cold Iron as the two waltzed around the hall for what felt like an eternity, every strike was a farewell, every spark was a tear of joy and every step was a memory that the survivor would never forget. Alexander was a skilled man, one of the fiercest and cunning duelists in Vigil, yet as Lucille gained the upper hand, she proved unto him that she was an impossible foe, dozens upon dozens of strikes towards her father, ending when Lucille finally managed to flip Fierte from his hand, severing his fingers in the process and driving her blade into his heart.
As the man lay dying in her arms, he had no more words to say to the now Matriarch of House Buvelle, their words; pride; conviction and strength - all spoken during their dual, Watcher-Lord Ulthun II tapped his sheath into the ground, Lucille had won.
Lucille Buvelle, now commonly known as Lady Buvelle - serving as the Houses Matriarch, seeks to erase her Father's legacy of disgracing their house, her brothers, sisters and distant cousins all picked up the blade in her name, and though she may be as stubborn and direct, nothing stopped the rumours from the other House Lords speaking ill of House Buvelle, and should Lucille catch wind of it - a Duel to the Death was sure to follow.
kj01eshcvr25idzwkmlumn4mcq1jwxp
1319
1317
2020-05-31T19:10:17Z
DaMightNinja
45957537
1319
wikitext
text/x-wiki
{{Infobox_character|Portrait
|name = Lady Lucille Buvelle
|image = <gallery>
File:Lucille.jpg|Text
</gallery>
|aliases = Lady Buvelle
Lady B
|relatives = Father: Lord Alexander Buvelle (deceased)
Mother: Lady Veela Buvelle
7 Brothers
2 Sisters
|affiliation = Lawful Neutral (Considers Herself LG for the purposes of House Buvelle)
|birthDate = 21/5
|birthPlace = Vigil, Capital of Lastwall
|deathDate = Unknown
|deathPlace = Unknown
|species = Human
|gender = Female
|height = 5'6
|weight = 110lbs
|eyes = Blue
}}Lucille Buvelle, the Head of House Buvelle, is a woman not[[File:1a7c7f47108d4c8941aeff7e503084fdd76e35ab_hq.jpg|thumb|320px|Lady Buvelle, winning a dual]] like many others. For Instance, she's the Matriach - a luxury that only Male members of the Buvelle house (or any) would receive (obviously being patriarchs, duh), and much unlike many Female Nobles from Lastwall, she underwent dire training to be a swordswoman that would rival that of Watcher-Lord Ulthun II himself. Although she was to be suitored off as a "political pawn" due to her superior looks, she took fate into her own hands- setting a future for herself and all of her brothers and sisters within House Buvelle.
Upon the day of Lucille's wedding, to the Suitor known as Lord Bernard Lastrange, the woman decided that she'd go through with the wedding upon a single condition being met - that she would lose in a duel towards Lord Bernard. Tearing apart most of the exquisite dress that her father had tailor made to suit her body, she pulled Fierte, the Buvelle Families' Heirloom Rapier from her Father's sheathe. After a brief moment of circling round one another, Lord Bernard would make the first strike... or so he thought, as he struck towards Lucille's abdomen the woman nimbly wielded Fierte around his sword, flicking it upwards into the chapel's rooftop so deeply that it pierced through the ceiling, and after a brief (dozen) strikes from Fierte, she would place the rapier's tip against his throat, declaring that she had won the duel - and brought her fate into her own hands. At this Lord Bernard was furious, and challenged Lucille's father, the Lord Alexandra Buvelle to a duel to the death...
The Night before the duel came around fairly quickly, though not to the benefit of Lord Alexandra, as Lord Bernard's sister, Lady Bellicia had performed scrying magics to make sure that the Coward that lead the Buvelle House was training - but he was not, instead, the man had slipped into the Lastrange Manor, attempting to poison his challenger so that he'd certainly win, and as he slipped the poison into the cup, the trap was sprung, Vigil Guardsmen burst into the room, hastily arresting Lord Alexandra and taking him towards the Living Tribunal - to which his exact punishment would be decided upon.
Seeing as Alexandra had committed a crime most foul, that he should die without his honour, to be humiliated upon the executioner's scaffold and hung - like that of a common criminal...
Lucille, in all her honour and pride decided to pay a visit to the Watcher-Lord Ulthun II and knelt before him, offering up her own rapier, Avaler, for a single request - that she would be the one to fight her disgraced father, Alexander, to the death and that she would become his successor, to which Watcher-Lord Ulthun II accepted.<br />After seemingly no time at all, Lucille and Alexander stood face to face in the Hall of Champions, Lucille with Avaler in hand and Alexander with Fierte, the two nodded at one another - they knew this would be the end for one of them, should Lucille falter in combat, Alexander would be relieved of his crimes and Lucille would be the one to take the blame for each of them - giving her life for his repentance, but at the same time Lucille knew that she could not lose, to lose to a man with no honour would be disgraceful and people would spit on her gravestone for eternity.
Lucille swished Avaler into the air, signifying that she were ready to begin the duel, to which Alexander would swing his sword in response, the two wasted no time in coming to blows with one another, flashes and crashes of Silver against Cold Iron as the two waltzed around the hall for what felt like an eternity, every strike was a farewell, every spark was a tear of joy and every step was a memory that the survivor would never forget. Alexander was a skilled man, one of the fiercest and cunning duelists in Vigil, yet as Lucille gained the upper hand, she proved unto him that she was an impossible foe, dozens upon dozens of strikes towards her father, ending when Lucille finally managed to flip Fierte from his hand, severing his fingers in the process and driving her blade into his heart.
As the man lay dying in her arms, he had no more words to say to the now Matriarch of House Buvelle, their words; pride; conviction and strength - all spoken during their dual, Watcher-Lord Ulthun II tapped his sheath into the ground, Lucille had won.
Lucille Buvelle, now commonly known as Lady Buvelle - serving as the Houses Matriarch, seeks to erase her Father's legacy of disgracing their house, her brothers, sisters and distant cousins all picked up the blade in her name, and though she may be as stubborn and direct, nothing stopped the rumours from the other House Lords speaking ill of House Buvelle, and should Lucille catch wind of it - a Duel to the Death was sure to follow.
koguzeqwejwvfxbr6qlwx80j8durxz0
Magnus Crimsonblade
0
771
1589
2020-09-03T19:20:08Z
SaltyFiend
38484093
SaltyFiend moved page [[Magnus Crimsonblade]] to [[Magnus the Spellblade]]
1589
wikitext
text/x-wiki
#REDIRECT [[Magnus the Spellblade]]
5v34s6fnq5q974xwoprovpivhb9pykj
Magnus the Spellblade
0
770
1587
2020-09-03T19:19:50Z
SaltyFiend
38484093
Created page with "{{Infobox_character|name = Magnus|image = Ba340c7b80de56bc723adcb790a42df8 (1).png|aliases = -|relatives = Brother (Hector, Hellknight of the Order of the Nail)|affiliation = ..."
1587
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text/x-wiki
{{Infobox_character|name = Magnus|image = Ba340c7b80de56bc723adcb790a42df8 (1).png|aliases = -|relatives = Brother (Hector, Hellknight of the Order of the Nail)|affiliation = Arcano Family (Adopted)|marital = Single|birthDate = Arodus the 9th|birthPlace = Westcrown, Cheliax|species = Human|gender = Male|height = 6'4 (In armor) - 6'2 (without)|weight = 214 lbs (In Armor) - 170~ (Without)|eyes = Gold}}
== Background ==
Magnus was born in Westcrown during the Chellish civil war's. His father & brother's were killed during that period & his family stripped of their wealth and position in chellish society. He studied & worked hard at a young age, eventually being adopted by a Wizard all the way in Korvosa, Varisia; who taught at Academy there. It was here he subsequently went & studied magecraft but much of his whereabouts between then & now is a mystery.
The secret has been thus: He was helping his master with planar matter's. Xavier Arcano was an Enigmatic figure who trafficked with the Outer planes frequently with his studies pertaining to Nature. To this end, many social visits were made to Magabyan Arcanists & Druid's, many of which were not willing to part their secrets.
As Xavier's apprentice & squire, Magnus had to learn how to defend himself very early on in his adventuring carrear & picked up how to handle a sword, cast in armor and strong battlemagic quickly, especially with the creatures druid's frequently summoned.
His master did eventually learn the secret's of Druidic practices for the Arcane but an unfortunate accident due to a surprise attack by a circle of druid's left his master dead. Magnus took all his research & understands of Natural magic and has since made it his own.
He returned to Cheliax for a time to learn that his mother had passed away due to sickness & that his brother & Hector went & joined the Hellknight's. The two spoke for a time, but Magnus being the more pragmatic of the two wandered away from home yet again, not interested in his brother's rise to a more pious and lawful life. During this time however he conflicted frequently with devils, seeking to test his powers even further & worked as a sellsword for a while until work took him south to Absolom, the heart of Avistan. He has taken up his master's family name since, using his history as his adopted apprentice to get work and provide for himself & his studies into Nature magic.
== The Arcano Arcanium ==
Being a powerful mage, his master Xavier had investments all over the continent. One was the Arcanium, a workshop & store for Arcane goods & need's. Magnus had learned many item crafting secrets during his time with his master & so for now has purchased ownership of the place, intending to run it during the meantime he works in the city.
'''Offered Crafting Services:''' Alchemical & Magical Goods, Magic Scrolls & Spells, Magic Arms & Armor, Wondrous Items, Construct Crafting & Wands. As a merchant, he is open to appraising items you acquire during your ventures and will offer fair rates depending on what he sees.
'''Spellcasting Services:''' 10x Spell Level x10 per casting. Material component costs must be paid as part of this service.
oi5mypq4nnzo9e1ivvouz644uznro30
1588
1587
2020-09-03T19:20:08Z
SaltyFiend
38484093
SaltyFiend moved page [[Magnus Crimsonblade]] to [[Magnus the Spellblade]]
1588
wikitext
text/x-wiki
{{Infobox_character|name = Magnus|image = Ba340c7b80de56bc723adcb790a42df8 (1).png|aliases = -|relatives = Brother (Hector, Hellknight of the Order of the Nail)|affiliation = Arcano Family (Adopted)|marital = Single|birthDate = Arodus the 9th|birthPlace = Westcrown, Cheliax|species = Human|gender = Male|height = 6'4 (In armor) - 6'2 (without)|weight = 214 lbs (In Armor) - 170~ (Without)|eyes = Gold}}
== Background ==
Magnus was born in Westcrown during the Chellish civil war's. His father & brother's were killed during that period & his family stripped of their wealth and position in chellish society. He studied & worked hard at a young age, eventually being adopted by a Wizard all the way in Korvosa, Varisia; who taught at Academy there. It was here he subsequently went & studied magecraft but much of his whereabouts between then & now is a mystery.
The secret has been thus: He was helping his master with planar matter's. Xavier Arcano was an Enigmatic figure who trafficked with the Outer planes frequently with his studies pertaining to Nature. To this end, many social visits were made to Magabyan Arcanists & Druid's, many of which were not willing to part their secrets.
As Xavier's apprentice & squire, Magnus had to learn how to defend himself very early on in his adventuring carrear & picked up how to handle a sword, cast in armor and strong battlemagic quickly, especially with the creatures druid's frequently summoned.
His master did eventually learn the secret's of Druidic practices for the Arcane but an unfortunate accident due to a surprise attack by a circle of druid's left his master dead. Magnus took all his research & understands of Natural magic and has since made it his own.
He returned to Cheliax for a time to learn that his mother had passed away due to sickness & that his brother & Hector went & joined the Hellknight's. The two spoke for a time, but Magnus being the more pragmatic of the two wandered away from home yet again, not interested in his brother's rise to a more pious and lawful life. During this time however he conflicted frequently with devils, seeking to test his powers even further & worked as a sellsword for a while until work took him south to Absolom, the heart of Avistan. He has taken up his master's family name since, using his history as his adopted apprentice to get work and provide for himself & his studies into Nature magic.
== The Arcano Arcanium ==
Being a powerful mage, his master Xavier had investments all over the continent. One was the Arcanium, a workshop & store for Arcane goods & need's. Magnus had learned many item crafting secrets during his time with his master & so for now has purchased ownership of the place, intending to run it during the meantime he works in the city.
'''Offered Crafting Services:''' Alchemical & Magical Goods, Magic Scrolls & Spells, Magic Arms & Armor, Wondrous Items, Construct Crafting & Wands. As a merchant, he is open to appraising items you acquire during your ventures and will offer fair rates depending on what he sees.
'''Spellcasting Services:''' 10x Spell Level x10 per casting. Material component costs must be paid as part of this service.
oi5mypq4nnzo9e1ivvouz644uznro30
Main Page
0
80
81
2018-08-31T20:04:02Z
FANDOM
32769624
FANDOM moved page [[Main Page]] to [[Absalom, The City of Secrets Wiki]]: SEO
81
wikitext
text/x-wiki
#REDIRECT [[Absalom, The City of Secrets Wiki]]
anbnt2z7vv80rcv1ka23225orl43oaa
Makani Sinawa
0
89
96
2018-09-19T21:24:26Z
Springsight
35576760
Created page with "{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Scout Infiltrator Rang..."
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{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Scout Infiltrator Ranger|alignment = NG|age = 18|height = 5'6|weight = 135|hair = Silver|eyes = Blue}}
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
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2018-09-19T23:21:52Z
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{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Guide Infiltrator Ranger|alignment = NG|age = 18|height = 5'6|weight = 135|hair = Silver|eyes = Blue}}
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
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2018-09-20T10:06:20Z
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{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey there! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Guide Infiltrator Ranger|alignment = NG|age = 18|height = 5'6|weight = 135|hair = Silver|eyes = Blue}}
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
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164
141
2018-09-20T19:28:30Z
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{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey there! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Guide Infiltrator Ranger|alignment = NG|age = 18|height = 5'8|weight = 140|hair = Silver|eyes = Blue}}
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Nothing yet.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
6037cokjkqqiet82aa3f38980ozcta8
207
164
2018-10-03T04:02:43Z
Springsight
35576760
/* Story So Far */
207
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{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey there! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Guide Infiltrator Ranger|alignment = NG|age = 18|height = 5'8|weight = 140|hair = Silver|eyes = Blue}}
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Soon after he came to Absalom, Makani met a girl named Mako. They hit it off rather quickly due to Makani's admiration of her poetry, and he invited her out to go monster hunting, which they did. A few slain cockatrice later, they were a thousand gold richer.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
lscviavio91538d1pmzayy4jg9dzw6w
334
207
2019-01-19T06:30:44Z
Springsight
35576760
334
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = makani.jpg|caption1 = "Hey there! You can call me Maki."|gender = Male|race = Aasimar (Garuda-Blooded)|class = Zen Archer / Guide Infiltrator Ranger|alignment = NG|age = 18|height = 5'8|weight = 140|hair = Silver|eyes = Blue}}THIS CHARACTER IS NO LONGER ACTIVE
=='''<font size="6">Backstory</font> '''==
Makani was born in a sleepy little tribal village on the Isle of Kortos in Golarion's Inner sea. The village was located at the foot of the mountain Arazlant Mox, in the forest there, until a rogue tribe of centaurs one night decided to launch a surprise attack, razing it to the ground, kidnapping or enslaving all those who weren't killed. Makani managed to get away from them due to his mother's sacrifice, giving herself up as a distraction so he could run into the woods. This happened when he was eight years old, and for about nine years after, he survived on his own in the forest, hunting and fishing and living off the land. He wandered around the island until he inadvertently made his way to Diobel, and then a few months later, Absalom.
=='''<font size="6">Story So Far</font> '''==
Soon after he came to Absalom, Makani met a girl named Mako. They hit it off rather quickly due to Makani's admiration of her poetry, and he invited her out to go monster hunting, which they did. A few slain cockatrice later, they were a thousand gold richer.
=='''<font size="6">Appearance</font>'''==
Makani has a head of messy whitish-silver hair that dangles down in a sort of mane over his eyes and neck. His eyes are a clear, almost glassy blue, and he tends to put a blue feather behind his ear, which has two silver earrings in it. He's usually wearing hunting leathers and leggings with a red scarf around his neck. This covers up a necklace his mother owned and gave to him, which has rare bluish bioluminescent pearls on it.
==<font size="6">Personality Traits</font>==
Makani is a very quiet and passive person, cool-headed in danger while being quick to react to threats at the same time. He can be extremely stubborn when he thinks he's right, but this can often put him in bad standing with his friends. Makani is generally quite agreeable, and is extremely hard to enrage.
==<font size="6">Friends/Enemies</font>==
None yet.
[[Category:Characters]]
[[Category:Player Characters]]
lvaam62kx9bhco4tm8hszy3bxta0nn2
Marcus Ol'Land
0
293
580
2019-07-03T07:13:54Z
Zerograva
39864911
Created page with "{{ATCOS Character Infobox|title1 = Marcus Ol'Land|caption1 = Never be afraid to Stand for what you Believe|gender = Male|race = Human|class = Cavalier (Constable), Conscript|a..."
580
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text/x-wiki
{{ATCOS Character Infobox|title1 = Marcus Ol'Land|caption1 = Never be afraid to Stand for what you Believe|gender = Male|race = Human|class = Cavalier (Constable), Conscript|alignment = Lawful Evil|deity = The Eternal|age = 46|height = 6'1|weight = 186|hair = Brown, Graying|eyes = Hazel|image1 = Eb50c89b56aa4dc51634403b0ceef259.jpg}}
== History ==
Marcus Has lived a long life as it feels, he Grew up with Three Brothers and two Sisters. Being the Oldest was rough as he was left to take care of his mother and siblings while his father was away on quests for the Kingdom. His Father was a Knight with little renown but plenty of Skill, His mother was a handmaiden that fell in love, they found their happiness though in truth it was short lived. Ten years after his birth his Father went on a quest and never returned. With this his mother had to find work and Marcus took care of his siblings making sure to raise them right but it was never enough. Once he turned Fifteen He joined the army to make money for his family sending everything to them he earned and living on the bare minimum. When he turned twenty he had risen enough to become a knight like his father but he didn't take quests, No his goal was to defend home, where he stayed now helping his family more. After another five years he found love and Life was nice. Soon he had a nice Family starting of his own and the village was safe, on occasion he would stop some monsters and he was renowned as a hero. But Fate was never so Kind, a band of knights came by saying they needed to use a nearby cave and they would only be around for a day or so. The following knight Marcus awoke to screams he charged out to face it with only his blade and shield, but he was never prepared for the demon that had Arisen, Hell Knights, were their title and they had come to initiate a new recruit but it went wrong and summoned a more powerful fiend who slaughtered them and escaped his binds going to the nearby town. He found joy in torturing the weak and when marcus Charged in he swatted him like a fly, and found a new fun. He slaughtered everyone, one by one and making him watch, and left him to suffer giving him one thing. A way to call him forth if he wants vengeance. As the Hell-Spawn left, Marcus weep with anew hatred. He had nothing to lose but all to Gain and he used that hate to Forge his strength Scarring his body with ink and training over the next ten years he Renewed himself, and Called forth the beast to strike him down with his bare hands, He didn't play fair either using everything he could to weaken him, and make him suffer as he did Till he finally took his life but not with a simple manner, for he made a deal with a mage. The mage made sure this Hell-Spawn would never be free in exchange he keeps the demon for himself. Free of his Chains and burdens he scarred the end of his tail on his chest, these Tattoos carrying Power to never be shown, He donned his armor and vowed to never use his power again unless it's needed, and to never bow to another again. But now he is in a new Land what Tales will be to Come for the Grizzled Man with a wicked Past.
== Appearance ==
He is a well built man from first glance but his age is noticeable, He always wears his armor and if he doesn't he usually wear gauntlets and clothes covering his skin completely hiding his tattoos Covering Him. His eyes are steeled over and cold seeing only the use in others and usually wears a soft smile to seem welcoming.
== Personality ==
With his age he tends to reminisce when giving the chance and likes to chat on the art of the blade, though he has a disdain against magic he has nothing against spell casters though if you practice the art of the blade he will respect you more. Though if you use firearms he has little to no respect for you hide far more than even a mage. But nonetheless he loves a good conversation
== Loves ==
Sparing, armor, weapons, and watching the Seas
== Fears ==
There is little to fear when you've lost everything
== Dislikes ==
He has a disdain for magic, and Hell Knights
== Family ==
As of now all of his Family is Deceased
== Aspirations ==
He dares not Wish for anything after he failed once he rather sit and enjoy his quiet times occasionally journeying and doing quests.
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Mary Krovavyy
0
530
1084
2020-03-15T09:59:10Z
Tyme Lapse
28807105
Created page with "[[File:Mary.jpg|thumb|288px|A friend of Children Justice at its utmost cruelest]] {{infobox character | name = Mary Krovavyy | image =https://i.pinimg.co..."
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[[File:Mary.jpg|thumb|288px|A friend of Children
Justice at its utmost cruelest]]
{{infobox character
| name = Mary Krovavyy
| image =https://i.pinimg.com/originals/5a/21/fd/5a21fd2d7e38f525c12e1afcd431946b.jpg
| imagecaption =The wraith known as Bloody Mary back in Irrisen
| playedby =Tyme
| alignment =CE
| birthDate =Lamashan 28th
| race =Fetchling
| gender =Female
| height =5'8"
| weight =
| eyes =Red
}}
==Before Death==
Mary Krovavyy was born in a village of Irrisen known as Zelen. Raised by a family of woodcutter's mary was always a good child. She helped her parents with their work, took care of her younger brother, went to do errands when her parents were busy. It all changed however when a local witch took notice of the child. Irrisen was known to hold many of the cold hearted winter witches, sponsored by the kingdom in their arts of dark magic. The witch simply pulled some strings and her family was held under suspicion of treason.
The family was offered a deal to escape the gallows. Their daughter for their freedom. Mary was horrified and looked to her parents for reassurance only to find cold hardened faces that spoke her fate without words. Needless to say she was pulled away from her home and brought to the witches home in the frozen fog. And thus began her training.
The witch had noticed the girls skill at pulling at ones heart. Something others would simply call a silver tongue and something the witch called a devils gift. She was taught illusions... hynotism, the way to turn that which wasn't real into that which was and vice versa. Some in irrisen would claim that such a thing was a bit of good luck. That a witch's teachings were something to be happy about. Those people would be fools. It was filled with hallucinogenic nightmares, frozen blades, and a fear so deep mary lost the ability to dream she was so scared when she closed her eyes.
It all came to a head when the witch arranged the final test for young mary. She had recently had her 15th birthday and was an adult. She was tasked with travelling through the mirror maze the witch had made within the fog. Thousands of invisible blades and reflective surfaces hidden in the biting cold mist. If she could pass through she would be able to leave. If she couldn't she would die. Despite the danger however she managed to escape the maze. Figuring out what was real and what wasn't and clawing her way through with blood running from the jagged wounds in her flesh.
The witch was waiting for her, and brought her to the hovel to finalize her training. She was dressed in a red and black robe. Sat in a chair in the center of the room. And then when she was ready to be let go a rope came down from the ceiling and pulled her up by the neck. She struggled as the noose tightened, trying to escape only to watch as the walls closed around her while shaping themselves into blades. Her last thought was of bitter hatred towards the betrayal of the witch as her body was filled with wooden knives.
==After Death==
After her brutal murder at the hands of her teacher mary opened her eyes in a world drained of color. She took a moment to remember what had happened and immedietly rage began to overtake her mind. Hatred at the witch for killing her when she had done everything asked, hatred of her parents which had abandoned her, hatred of the country which encouraged it. Her transparent form began to be died red, resisting the pull she felt towards the stream floating behind her. She wasn't ready to move on. Not until all that had betrayed her had died just like her.
Soon children began to gather around her, souls filled with betrayal and hatred like herself. Each a victim of the witch that had been wanting revenge just like her. They surrounded her, pressing themselves against her and being dyed red with the contact. They pressed further and further each changting a single word as they began to meld with the girl shaking with blood pooling out of her eyes and mouth. "Hate" "Hate" "Hate" "Hate" There was a brief moment of resistance and then all the children were pulled within mary. Their souls absorbed and their feelings accepted. And then mary opened her eyes again. Surrounded by white fog and frozen land.
The witch was none the wiser, working on her ritual that required Mary's sacrifice in order to make a doll to guard the borders of the country. The witch was having problems, the soul refusing to be called and bound within the shell. The witch took a moment to rest looking into a crimson mirror and making sure the youth magic was taking effect. However the witch paused as it saw a familiar figure in the reflection. The witch whipped around and saw nothing, turning back to the mirror only to see herself twisted and torn into pieces in the mirror. Thousands of blades piercing her body.
The witch dropped the mirror and backed away to the center of the room as a crimson hand reached out of the reflective surface. Mary pulling her way out with blood dripping from her body like she had bathed in it. Mirrors began to form on the walls of the hut each harboring another of the ghost as they began to creep towards the witch. The witch fought back, releasing bolts of frost and whipping hair and ice at the spirits only for them to laugh and creep closer. The witch was reduced to trying to fight with her bare hands against their twisted claws. Only to feel a sharp pain pierce her neck. The witch looked down and saw the mirror had been brutally forced through her neck by a crimson hand as the world melted around her and the witch found herself in the center of the nearby stream, frozen and numb with an icicle in her neck after she had fallen.
Mary stood over her with a twisted smile "Did I pass?" before stomping down on the witches head forcing her all the way onto the now crimson ice. Mary's form was blurring, her soul weakening in the air. She made her way back to the hovel, took a few pieces of choice magical items. And dissapeared into the crimson mirror. It's glass being dyed red with her hatred hidden within. Years later an adventurer found the place and looting it sold the mirror to a merchant, through time the cursed mirror made its way through history. Protecting betrayed children in cruel acts of murder and possession until it finally made its way to the center of the world. Absalom. Who knows the fate of the twisted spirit. No one. The only thing certain is... it will be bloody.
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Added new art
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==Before Death==
Mary Krovavyy was born in a village of Irrisen known as Zelen. Raised by a family of woodcutter's mary was always a good child. She helped her parents with their work, took care of her younger brother, went to do errands when her parents were busy. It all changed however when a local witch took notice of the child. Irrisen was known to hold many of the cold hearted winter witches, sponsored by the kingdom in their arts of dark magic. The
[[File:Mary irrisen.jpg|thumb|273x273px]]
witch simply pulled some strings and her family was held under suspicion of treason.
The family was offered a deal to escape the gallows. Their daughter for their freedom. Mary was horrified and looked to her parents for reassurance only to find cold hardened faces that spoke her fate without words. Needless to say she was pulled away from her home and brought to the witches home in the frozen fog. And thus began her training.{{infobox character
| name = Mary Krovavyy
| image =https://i.pinimg.com/originals/5a/21/fd/5a21fd2d7e38f525c12e1afcd431946b.jpg
| imagecaption =The wraith known as Bloody Mary back in Irrisen
| playedby =Tyme
| alignment =CE
| birthDate =Lamashan 28th
| race =Fetchling
| gender =Female
| height =5'8"
| weight =
| eyes =Red
}}
The witch had noticed the girls skill at pulling at ones heart. Something others would simply call a silver tongue and something the witch called a devils gift. She was taught illusions... hynotism, the way to turn that which wasn't real into that which was and vice versa. Some in irrisen would claim that such a thing was a bit of good luck. That a witch's teachings were something to be happy about. Those people would be fools. It was filled with hallucinogenic nightmares, frozen blades, and a fear so deep mary lost the ability to dream she was so scared when she closed her eyes.
It all came to a head when the witch arranged the final test for young mary. She had recently had her 15th birthday and was an adult. She was tasked with travelling through the mirror maze the witch had made within the fog. Thousands of invisible blades and reflective surfaces hidden in the biting cold mist. If she could pass through she would be able to leave. If she couldn't she would die. Despite the danger however she managed to escape the maze. Figuring out what was real and what wasn't and clawing her way through with blood running from the jagged wounds in her flesh.
[[File:Mary dark.jpg|thumb|272x272px]]
The witch was waiting for her, and brought her to the hovel to finalize her training. She was dressed in a red and black robe. Sat in a chair in the center of the room. And then when she was ready to be let go a rope came down from the ceiling and pulled her up by the neck. She struggled as the noose tightened, trying to escape only to watch as the walls closed around her while shaping themselves into blades. Her last thought was of bitter hatred towards the betrayal of the witch as her body was filled with wooden knives.
==After Death==
After her brutal murder at the hands of her teacher mary opened her eyes in a world drained of color. She took a moment to remember what had happened and immedietly rage began to overtake her mind. Hatred at the witch for killing her when she had done everything asked, hatred of her parents which had abandoned her, hatred of the country which encouraged it. Her transparent form began to be died red, resisting the pull she felt towards the stream floating behind her. She wasn't ready to move on. Not until all that had betrayed her had died just like her.
Soon children began to gather around her, souls filled with betrayal and hatred like herself. Each a victim of the witch that had been wanting revenge just like her. They surrounded her, pressing themselves against her and being dyed red with the contact. They pressed further and further each changting a single word as they began to meld with the girl shaking with blood pooling out of her eyes and mouth. "Hate" "Hate" "Hate" "Hate" There was a brief moment of resistance and then all the children were pulled within mary. Their souls absorbed and their feelings accepted. And then mary opened her eyes again. Surrounded by white fog and frozen land.
[[File:Mary v2.jpg|thumb|320x320px]]
The witch was none the wiser, working on her ritual that required Mary's sacrifice in order to make a doll to guard the borders of the country. The witch was having problems, the soul refusing to be called and bound within the shell. The witch took a moment to rest looking into a crimson mirror and making sure the youth magic was taking effect. However the witch paused as it saw a familiar figure in the reflection. The witch whipped around and saw nothing, turning back to the mirror only to see herself twisted and torn into pieces in the mirror. Thousands of blades piercing her body.
The witch dropped the mirror and backed away to the center of the room as a crimson hand reached out of the reflective surface. Mary pulling her way out with blood dripping from her body like she had bathed in it. Mirrors began to form on the walls of the hut each harboring another of the ghost as they began to creep towards the witch. The witch fought back, releasing bolts of frost and whipping hair and ice at the spirits only for them to laugh and creep closer. The witch was reduced to trying to fight with her bare hands against their twisted claws. Only to feel a sharp pain pierce her neck. The witch looked down and saw the mirror had been brutally forced through her neck by a crimson hand as the world melted around her and the witch found herself in the center of the nearby stream, frozen and numb with an icicle in her neck after she had fallen.
Mary stood over her with a twisted smile "Did I pass?" before stomping down on the witches head forcing her all the way onto the now crimson ice. Mary's form was blurring, her soul weakening in the air. She made her way back to the hovel, took a few pieces of choice magical items. And dissapeared into the crimson mirror. It's glass being dyed red with her hatred hidden within. Years later an adventurer found the place and looting it sold the mirror to a merchant, through time the cursed mirror made its way through history. Protecting betrayed children in cruel acts of murder and possession until it finally made its way to the center of the world. Absalom. Who knows the fate of the twisted spirit. No one. The only thing certain is... it will be bloody.
2um3vb1wpfl178vmpa9dzt32a5lhv77
Mechelen "Colin" Guiness
0
450
897
2020-02-04T08:26:29Z
Pgmyboy
38949770
Creation
897
wikitext
text/x-wiki
"There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '<nowiki/>''Listen here'<nowiki/>'' or- '''Follow me', ''but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."{{Infobox_character|name = Colin Guiness|image = Colin.png|imagecaption = Dressed to Impress|aliases = Cib|birthDate = 27 Neth|birthPlace = Varisia|species = Half Elf|gender = Male|height = 5'6"|weight = 145|eyes = Blue}}
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
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898
897
2020-02-04T08:40:45Z
Pgmyboy
38949770
898
wikitext
text/x-wiki
{{DISPLAYTITLE:Colin Guiness}}
"There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '<nowiki/>''Listen here'<nowiki/>'' or- '''Follow me', ''but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."{{Infobox_character|name = Colin Guiness|image = Colin.png|imagecaption = Dressed to Impress|aliases = Cib|birthDate = 27 Neth|birthPlace = Varisia|species = Half Elf|gender = Male|height = 5'6"|weight = 145|eyes = Blue}}
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
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900
898
2020-02-04T08:44:51Z
Pgmyboy
38949770
900
wikitext
text/x-wiki
{{DISPLAYTITLE:Colin Guiness}}
"There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '<nowiki/>''Listen here'<nowiki/>'' or- '''Follow me', ''but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."{{Infobox_character|name = Colin Guiness|image = Colin.jpg|imagecaption = Dressed to Impress|aliases = Cib|birthDate = 27 Neth|birthPlace = Varisia|species = Half Elf|gender = Male|height = 5'6"|weight = 145|eyes = Blue}}
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
q05luihlo3y61zv6t8yjjs13eng9o0i
901
900
2020-02-04T08:45:29Z
Pgmyboy
38949770
901
wikitext
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{{Infobox_character|name = Colin Guiness|image = Colin.jpg|imagecaption = Dressed to Impress|aliases = Cib|birthDate = 27 Neth|birthPlace = Varisia|species = Half Elf|gender = Male|height = 5'6"|weight = 145|eyes = Blue}}{{DISPLAYTITLE:Colin Guiness}}
"There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '<nowiki/>''Listen here'<nowiki/>'' or- '''Follow me', ''but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
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902
901
2020-02-04T08:46:19Z
Pgmyboy
38949770
902
wikitext
text/x-wiki
{{Infobox_character|name = Colin Guiness|image = Colin.jpg|imagecaption = Dressed to Impress|aliases = Cib|birthDate = 27 Neth|birthPlace = Varisia|species = Half Elf|gender = Male|height = 5'6"|weight = 145|eyes = Blue}}{{DISPLAYTITLE:Colin Guiness}}
"''There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '''''<nowiki/>'<nowiki/>'''<nowiki/>'''Listen here'<nowiki/>'''''<nowiki/>'' ''or- '''''<nowiki/>'Follow me'<nowiki/>''''', but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."''
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
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2020-02-04T08:55:41Z
Pgmyboy
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{{ATCOS_Character_Infobox|title1 = Colin Guiness|image1 = Colin.jpg|gender = Male|race = Half Elf|alignment = CN|deity = Blue|age = 23|height = 5'6"|weight = 145|hair = Blonde|eyes = Blue}}{{DISPLAYTITLE:Colin Guiness}}
"''There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '''''<nowiki/>'<nowiki/>'''<nowiki/>'''Listen here'<nowiki/>'''''<nowiki/>'' ''or- '''''<nowiki/>'Follow me'<nowiki/>''''', but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."''
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
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2020-02-04T08:57:29Z
Pgmyboy
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{{ATCOS_Character_Infobox|title1 = Colin Guiness|image1 = Colin.jpg|gender = Male|race = Half Elf|alignment = CN|deity = Blue|age = 23|height = 5'6"|weight = 145|hair = Blonde|eyes = Blue}}{{DISPLAYTITLE:Colin Guiness}}
"''There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '''''<nowiki/>'<nowiki/>'''<nowiki/>'''Listen here'<nowiki/>'''''<nowiki/>'' ''or- '''''<nowiki/>'Follow me'<nowiki/>''''', but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."''
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
__FORCETOC__
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Pgmyboy
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{{ATCOS_Character_Infobox|title1 = Colin Guiness|image1 = Colin.jpg|gender = Male|race = Half Elf|alignment = CN|deity = Blue|age = 23|height = 5'6"|weight = 145|hair = Blonde|eyes = Blue}}{{DISPLAYTITLE:Colin Guiness}}
"''There exists an essence so beautiful and powerful, so timid and proud that everyone can see it's majesty yet walk by it like a pauper on the street. Blue, to most merely a colour yet to me - a lifestyle. A hope. A battlecry. We come into this world blue and reaching for life. We live it underneath the blanket of the daytime and sail across the beds of Blue waves to seek fortune. And when we die, we turn blue out of respect. Some cry out- '''''<nowiki/>'<nowiki/>'''<nowiki/>'''Listen here'<nowiki/>'''''<nowiki/>'' ''or- '''''<nowiki/>'Follow me'<nowiki/>''''', but I pay them no heed. Blue is an aspect much older than their legends and stories, existent since the beginning. Not many can claim that. No, I live by Blue, find Joy in Blue, and fight in Blue. I do this out of reverence and respect for my oldest friend."''
== Becoming obsessed ==
"Don't forget your blue scarf, so that you don't get lost"
That's the last thing that Colin ''thinks'' he remembers his parents saying. It was a cold winter day, but the sun gleamed off fresh snow, and the woods out behind the farm called to the imagination of youth. Likely, that memory is just one that he altered to fit his fragmented recollection of his youth. He did love that scarf though, it's bright colour a contrast to anything he'd ever worn before. Unfortunately, a child's bright blue scarf also caught the eye of a capricious fae in the woods. Before he knew it, he was being dragged across the brush, struggling to hold onto his most prized possession. He only got a glimpse or two of the flitting fairy, but for all of his protesting it didn't stop trying.
The next thing he remembered was tripping on something, and then the ground suddenly giving out beneath him as he slipped forwards into a patch of bright, vibrant roses. Colin snatched the rest of his scarf and tucked it close to his chest, as whatever odd light bounced persistently against his head, before giving up. Finally unwinding to stand up, it appeared that Colin... wasn't where he was anymore. Or at least, where he should have been.
''Where did all the snow go? ''He thought to himself as he sucked some of the blood off his thumb. He'd stuck it on a thorn in among these flowers. But all around him, oddities compounded. Trees in small shapes, mushrooms that dwarfed them in height. And everything was so colourful and clear.
What Colin didn't know is that he wasn't in Varisia anymore, having stumbled through some small fae gate into the first world. His time there wasn't particularly idyllic. Most of his memories are scattered and sporadic of those years. Some effect from pricking his finger on the rose had knocked him out. He was found by some band of Faerie creatures, and he somehow ended up trading hands many times over the intervening years - usually some point of display or novelty. Sometimes he was treated better, sometimes worse. He always had that scarf though, that comforting hue that consoled him when he needed it. It would cry with him when he was sad. It would reassure him when he needed a friend. And it would smile with him during the happy moments. Innumerable highs and lows, it was always there for him as one of the few constants. But living in the wild magic of the First World long enough eventually rubs off on you.
What begin as a coping mechanism because a fixation. Blue began to colour how he saw the world, and shortly after - how he interacted with the world. He was well into his teens by the point that he began to see the truth in Blue. It taught him things, like the patience to focus his mind. How to avoid being caught for tricks. How to hide. How to become one with the world around him, and how to change the world to fit his own view. It warned him, told him that his future lay elsewhere - calling him to escape his captors and return to his own first world. And in perhaps his first moment of true clarity in many years - he snapped. Strangling one of his captors with the scarf, he escaped his pursuers and sprinting in the direction of a circular cave. Something told him that if he could just reach the opening, he would be free.
Mere hand breadths away from the mouth, he felt a sharp yank whip his head back and stop his momentum. Something or someone had grabbed onto him! But he was so close, Blue had promised that he would see his own sky once more. His fingers pulled at the cloth around his neck, gasping for air while the other hand reached forward, fingers grasping for freedom. And with a sharp ripping sound, his old friend finally gave out beneath the stress and tore in two - causing Collin to stumble forwards and trip through the opening. It was like falling forwards, and then sideways, and then inside out before eventually - downwards.
Flat on his back. Staring into an open blue sky from a meadow of grass. It smelled... wonderfully mundane. He rose up, brushing a few flower petals off his sleeves. It looked like the force of his tumble had kicked up the border of some circle of plants. ''Fae Gates- ''something instinctively told him. So he kicked the edge once more for good measure, no need to let anyone follow him. He'd lost his comforter, sacrificed for his freedom. But he didn't need it anymore. He could bring Blue with him wherever he went. And he had his freedom, something no one would take from him again.
=== Appearance ===
[[File:Replaceplaz.png|thumb|220x220px]]
Colin is easy to spot in a crowd. Blue cloak, boots, gloves, tunic, leggings... Even if he's trying to blend in - he always wears something blue on him. Though perhaps his time in the first world shaped how he grew up, causing his half-elf heritage to manifest in sometimes odd ways. His right ear is pointed like an elf, though his left is rounded like a human. If compared, his left arm is slightly longer and more slender. And if left under the sun long enough, a slight marbling appears on his otherwise pale skin where some sections tan more readily than others. Much of this is covered up though when wearing his adventurers attire.
=== Personality ===
Despite his fixations, Colin should come off to most as a relatively normal guy. He's a bit of a juxtaposition of ideals however. Normally impulsive and hard to predict, he believes strongly (perhaps naively) in the word of others. If Colin makes a promise, he will compulsively stick by those words. His moral compass is somewhat lacking, as he grew up without much of a structure for 'good' and 'evil', though he does have a slight distaste for Unseelie, and isn't very tolerative of slavery. Otherwise, he harbours no direct ill-will towards the world of the Fae. He has inherited a somewhat mischievous nature from them though, along with an odd sense of humour.
=== Relationships ===
At present, Colin doesn't have much in the way of friends. He also doesn't have much in the way of enemies. Excepting perhaps a few of Absaloms housing boards...
[[Category:Player Characters]]
[[Category:Characters]]
{{DEFAULTSORT:Colin Guiness}}
__FORCETOC__
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Mei Kāh
0
779
1604
2020-09-12T23:58:07Z
PsychoPlastic
46773065
Created page with "=='''History:'''== Born in a village located in the Forest of Spirits near Hongal, Ryoko Tabane enjoyed a modest, spiritual life among other Kitsune in her village. Or so her ..."
1604
wikitext
text/x-wiki
=='''History:'''==
Born in a village located in the Forest of Spirits near Hongal, Ryoko Tabane enjoyed a modest, spiritual life among other Kitsune in her village. Or so her family would attest, for Ryoko was not a spiritual person. She felt no connection to the spirits beyond that which her bloodline afforded her. She took to her abilities slowly – taking far longer to alter the world around her compared to the other students that attended her family dojo. In fact, she often fell short of the great expectations her family had set for her. She instead found solace in an unlikely source: technology.
Inspired by the chance encounter with a traveling merchant's mechanical marvels, Ryoko decided to invest her time and effort into learning the ways of the tinkerers, creating mechanized creation of her own in secret from her family. Believing her hard work was on the same caliber of other mechanists of the world, Ryoko set out on an adventure to tour Absalom, a city where all kinds of races congregated: this was the perfect stage to study other inventions up close, as well as show off her self-taught skills.
Using her human persona of Mei Kāh, Ryoko had traveled the Path of Aganhei to the city of Kalsgard where she was met by Tala Kemalu, a Tian-La from her dojo with instructions to return her to the village. Arguing that they were half-way to Absalom, Mei pleaded with Tala Kemalu until he allowed her to continue, accompanying her until such time that they returned home. From Kalsgard they ventured together down through Magnimar, and passed Corentyn where she boarded her final ship - bound for Absalom.
=='''Personality:'''==
Ryoko is often reserved, erring on the side of caution as to not expose her Kitsune lineage whenever possible. She is calm and collected, with the poise of a businesswoman of high stature. However, much like one feels after wearing a business suit all day, Ryoko tires of her cautious nature, eagerly anticipating the moment in which she can put on the mask of Mei Kāh, her technological persona.
As Mei, she is thrilled by technology and is seldom able to contain her excitement. Every cog, every screw; tiny pieces working together in unison as part of a much larger machine – the thought is exhilarating to her! Although she prefers to solve her problems peacefully through the use of her inventions, Mei cannot help but become restless at the thought of testing her creations in active combat scenarios.
Regardless of her form, Ryoko is good at heart, and only seeks personal gain to further her hobby. When she can afford it, she will do everything in her power to help those around her – one of the many lessons taught to her by her family is the importance of community and generosity.
=='''Goals:'''==
Although a fledgling at her craft, Mei takes great pride in her work (sometimes to a fault). While able to admit her own shortcomings in the face of much more impressive creations, Mei does not see these differences in skill to be a failing on her part but rather an opportunity to expand her mind to the myriad of potential inventions just waiting to be discovered. She strives to close the disparity and, one day, become the leading technocrat that sets the standard for said divergence among mechanists.
In her travels to Absalom, Mei has seen many creations from all manner of races – each with their own take on solving the problems of their respective societies. From this, she has taken upon herself to improve upon the various designs she has come across: from small, personal tools, to load-bearing golems, to large transportation machines – Mei dreams of tinkering with every aspect of technology.
0py5vghnilep0olznxd05vi6bnqld4y
Melissa Thelaris
0
621
1276
2020-05-31T05:08:05Z
Myrforestria
45954463
Starting page
1276
wikitext
text/x-wiki
<nowiki>{{</nowiki>infobox character
| name = Melissa Thelaris
| image = Melissa.jpg
| imagecaption = Melissa Thelaris, Matriarch of House Thelaris
| playedby = Myr
| alignment = CG
| birthDate = Ninth of Kunotha
| race = Elf (Half Drow)
| gender = Female
| height = 5'3"
| weight = 82 lbs
| eyes = Dark Green
<nowiki>}}</nowiki>
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2020-05-31T05:24:29Z
Myrforestria
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wikitext
text/x-wiki
{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her.
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring... but at the same time highly impatient, not showing the same proclivity toward cunning calculation as her forebears. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee until
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring... but at the same time highly impatient, not showing the same proclivity toward cunning calculation as her forebears. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee instead of brewing poisons like her predecessors. This went from coffee to tea, and eventually grew into also selling crafted alchemical items in general as well- but the coffee houses that her company set up are still focused on coffee and tea.
== Shop and Produce ==
Melissa's coffee houses sell basic cups of coffee by the pound- the typical 5 copper for a pound of Khave, 8 for a pound of Mwangi Jungle Blend, and 1 silver for a pound of Thelaris blend special coffee, a particularly powerful blend of coffee that put her family's business back into an at least tolerable public eye. Ten years ago, people wouldn't touch the stuff... But now, it's become something of a delicacy in many parts of the world.
Thelaris blend coffee is more effective than the already powerful Mwangi Jungle blend, where a single cup can not only make individuals feel less tired, but it makes them more energetic, able to stave off lack of energy and do more during the day, and has become a favorite of guards and travelers. This coffee put her family back on the map, and even to this day she travels and adventures, looking for ways to improve the already potent effects of her coffee.
To this day, she often chooses to meet with people in her stores, offering them a cup of coffee... both because she feels it's right to start a meeting with someone over coffee from her time in Katapesh, and also to try to help market her brand and be more personable in general. She isn't as readily sociable as her family before her, but she is clearly intelligent, and often gains the respect of those she works with due to her open and gentle nature, and love of her craft.
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
Melissa is also known as a somewhat sleepy person. Her eyes glow with the power of her magic quite often, but as that glow dims from the use of her potent healing abilities, she tends to get more tired... Sometimes even falling asleep for a moment on her feet! She is a very mellow and gentle person overall.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee instead of brewing poisons like her predecessors. This went from coffee to tea, and eventually grew into also selling crafted alchemical items in general as well- but the coffee houses that her company set up are still focused on coffee and tea.
== Shop and Produce ==
Melissa's coffee houses sell basic cups of coffee by the pound- the typical 5 copper for a pound of Khave, 8 for a pound of Mwangi Jungle Blend, and 1 silver for a pound of Thelaris blend special coffee, a particularly powerful blend of coffee that put her family's business back into an at least tolerable public eye. Ten years ago, people wouldn't touch the stuff... But now, it's become something of a delicacy in many parts of the world.
Thelaris blend coffee is more effective than the already powerful Mwangi Jungle blend, where a single cup can not only make individuals feel less tired, but it makes them more energetic, able to stave off lack of energy and do more during the day, and has become a favorite of guards and travelers. This coffee put her family back on the map, and even to this day she travels and adventures, looking for ways to improve the already potent effects of her coffee.
To this day, she often chooses to meet with people in her stores, offering them a cup of coffee... both because she feels it's right to start a meeting with someone over coffee from her time in Katapesh, and also to try to help market her brand and be more personable in general. She isn't as readily sociable as her family before her, but she is clearly intelligent, and often gains the respect of those she works with due to her open and gentle nature, and love of her craft.
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
Melissa is also known as a somewhat sleepy person. Her eyes glow with the power of her magic quite often, but as that glow dims from the use of her potent healing abilities, she tends to get more tired... Sometimes even falling asleep for a moment on her feet! She is a very mellow and gentle person overall.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
[[File:New herald.png|thumb|273x273px|House Thelaris]]
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee instead of brewing poisons like her predecessors. This went from coffee to tea, and eventually grew into also selling crafted alchemical items in general as well- but the coffee houses that her company set up are still focused on coffee and tea.
== Shop and Produce ==
[[File:Roasted coffee beans.jpg|thumb|220x220px|Coffee]]
Melissa's coffee houses sell basic cups of coffee by the pound- the typical 5 copper for a pound of Khave, 8 for a pound of Mwangi Jungle Blend, and 1 silver for a pound of Thelaris blend special coffee, a particularly powerful blend of coffee that put her family's business back into an at least tolerable public eye. Ten years ago, people wouldn't touch the stuff... But now, it's become something of a delicacy in many parts of the world.
Thelaris blend coffee is more effective than the already powerful Mwangi Jungle blend, where a single cup can not only make individuals feel less tired, but it makes them more energetic, able to stave off lack of energy and do more during the day, and has become a favorite of guards and travelers. This coffee put her family back on the map, and even to this day she travels and adventures, looking for ways to improve the already potent effects of her coffee.
To this day, she often chooses to meet with people in her stores, offering them a cup of coffee... both because she feels it's right to start a meeting with someone over coffee from her time in Katapesh, and also to try to help market her brand and be more personable in general. She isn't as readily sociable as her family before her, but she is clearly intelligent, and often gains the respect of those she works with due to her open and gentle nature, and love of her craft.
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 53- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
Melissa is also known as a somewhat sleepy person. Her eyes glow with the power of her magic quite often, but as that glow dims from the use of her potent healing abilities, she tends to get more tired... Sometimes even falling asleep for a moment on her feet! She is a very mellow and gentle person overall.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
[[File:New herald.png|thumb|273x273px|House Thelaris]]
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee instead of brewing poisons like her predecessors. This went from coffee to tea, and eventually grew into also selling crafted alchemical items in general as well- but the coffee houses that her company set up are still focused on coffee and tea.
== Shop and Produce ==
[[File:Roasted coffee beans.jpg|thumb|220x220px|Coffee]]
[https://absalom-the-city-of-secrets.fandom.com/wiki/Thelaris_Coffee_Company Melissa's coffee houses] sell basic cups of coffee by the pound- the typical 5 copper for a pound of Khave, 8 for a pound of Mwangi Jungle Blend, and 1 silver for a pound of Thelaris blend special coffee, a particularly powerful blend of coffee that put her family's business back into an at least tolerable public eye. Ten years ago, people wouldn't touch the stuff... But now, it's become something of a delicacy in many parts of the world.
Thelaris blend coffee is more effective than the already powerful Mwangi Jungle blend, where a single cup can not only make individuals feel less tired, but it makes them more energetic, able to stave off lack of energy and do more during the day, and has become a favorite of guards and travelers. This coffee put her family back on the map, and even to this day she travels and adventures, looking for ways to improve the already potent effects of her coffee.
To this day, she often chooses to meet with people in her stores, offering them a cup of coffee... both because she feels it's right to start a meeting with someone over coffee from her time in Katapesh, and also to try to help market her brand and be more personable in general. She isn't as readily sociable as her family before her, but she is clearly intelligent, and often gains the respect of those she works with due to her open and gentle nature, and love of her craft.
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{{Infobox_character|name = Melissa Thelaris|image = Melissa.jpg|imagecaption = Melissa Thelaris, Matriarch of House Thelaris|aliases = Melissa, Melly|relatives = Ardenia Thelaris- Mother (dead), Marklax Thelaris- Brother, Eos Weiß- friend|affiliation = House Thelaris|marital = Unmarried|birthDate = Ninth of Kunotha|birthPlace = Cheliax|species = Half-Drow|gender = Female|height = 5'3"|weight = 82 lbs|eyes = Dark Green}}A young girl with a keen eye for business and a creative talent, Melissa has gone through hell and high water trying to bring the [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris Thelaris] name out of the dirt. At the tender age of 110- young for an elf- she is not highly respected by most drow in general, and most elves. And as a result of her drow lineage, often a suspect of great mistrust. As the Matriarch of House Thelaris, she has managed to pull the failing family out of the horrible predicament her mother put it in, and rebuilt it into a respectable business, trading both in potions and alchemical items for adventurers, and in coffee and tea for anyone who might wish it.
Melissa is also known as a somewhat sleepy person. Her eyes glow with the power of her magic quite often, but as that glow dims from the use of her potent healing abilities, she tends to get more tired... Sometimes even falling asleep for a moment on her feet! She is a very mellow and gentle person overall.
== The Thelaris Matriarch ==
Melissa was appointed as the Matriarch of the Thelaris Family roughly ten years ago by her mother as Ardenia Thelaris' only remaining daughter. Before this, she had been practically disowned, living in her manor in Absalom. She had grown to be rather close friends with the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_noble_house_of_Wei%C3%9F. Weiß] family's firstborn, Eos, and is sometimes seen working alongside her and her sister.
Having lived in Absalom most of her life, estranged to her family- still held up by the family's strange sense of importance in blood, but viewed as lesser due to her proclivities and therefore given a home and place to stay- Melissa grew to know and love the city, however often kept her name a secret to those around her. Knowing what the Thelaris name meant to most people, she wasn't very willing to speak on it.
[[File:New herald.png|thumb|273x273px|House Thelaris]]
Now, however, as the matriarch, she often works to represent the family as it is now: A new power, rising in the economy, and wholly dedicated to ensuring a good future. She's known to be almost everything a drow should not be: Humane, trusting, and caring. On the other hand, she often is highly intelligent and passionate about her work, and approaches alchemy with a similar passion, even if she focuses more on healing than harming.
== Coffee Houses ==
When she was younger, Melissa visited Katapesh while her family was trying to force her to get involved in the poison trade. She inadvertently helped them get a much better deal than they normally would have gotten, however, when taking part in a Katapesh tradition: Drinking coffee at the start of a business proposal.
The young girl quickly fell in love, asking many questions about the drink: How it was prepared, how it was drunk, what people enjoyed about it. She loved it so much, in fact, that the man who they were working with- an enthusiast himself- ended up forgetting about the deal temporarily entirely, speaking with her at long length about the practices of Katapesh Coffee, about the coffee houses, and proper preparation, even gifting her her own coffee pot! The relationship went so well, that afterwards, he bought twice the amount of poison he had originally intended. Ever since, her family would bring her on negotiations to Katapesh, even after they gave up on getting her in the trade, since her love of coffee went over well in the foreign land. This is part of why they elected to keep her in the family, even if she was somewhat detached.
Once she became matriarch, she needed to decide how to make sure the family survived... And was naturally drawn to the one thing she loved most- Coffee. Using alchemy, she chose to improve the quality and effectiveness of coffee instead of brewing poisons like her predecessors. This went from coffee to tea, and eventually grew into also selling crafted alchemical items in general as well- but the coffee houses that her company set up are still focused on coffee and tea.
== Shop and Produce ==
[[File:Roasted coffee beans.jpg|thumb|220x220px|Coffee]]
[https://absalom-the-city-of-secrets.fandom.com/wiki/Thelaris_Coffee_Company Melissa's coffee houses] sell basic cups of coffee by the pound- the typical 5 copper for a pound of Khave, 8 for a pound of Mwangi Jungle Blend, and 1 silver for a pound of Thelaris blend special coffee, a particularly powerful blend of coffee that put her family's business back into an at least tolerable public eye. Ten years ago, people wouldn't touch the stuff... But now, it's become something of a delicacy in many parts of the world.
Thelaris blend coffee is more effective than the already powerful Mwangi Jungle blend, where a single cup can not only make individuals feel less tired, but it makes them more energetic, able to stave off lack of energy and do more during the day, and has become a favorite of guards and travelers. This coffee put her family back on the map, and even to this day she travels and adventures, looking for ways to improve the already potent effects of her coffee.
To this day, she often chooses to meet with people in her stores, offering them a cup of coffee... both because she feels it's right to start a meeting with someone over coffee from her time in Katapesh, and also to try to help market her brand and be more personable in general. She isn't as readily sociable as her family before her, but she is clearly intelligent, and often gains the respect of those she works with due to her open and gentle nature, and love of her craft.
987w71kftfznx5acbk3n75h65981j0o
Meylfrú Moðgráva
0
281
559
2019-06-28T02:27:13Z
PewfMuffin
38217366
The start of her page!
559
wikitext
text/x-wiki
{{Infobox_character|name = Meylfrú Moðgráva|image = Sample-885e917e4990661633b72fe2cce62d23 (1).png|birthDate = 1st of Sarenith|species = Minotaur|gender = Female|height = 9'6"|weight = 367 lbs.|eyes = Green|marital = Single|birthPlace = Hillcross, Realm of the Mammoth Lords}}
== Background: ==
== Goals: ==
== Appearance & Personality: ==
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Mirai Ahtmhas
0
433
871
2020-01-22T04:38:25Z
LuckySlugger
44908143
Created page with "[[File:Mirai.jpg|thumb|284x284px]] == Appearance == Though she spent most of her adult life in a mercenary company, Mirai always prided herself on being the most disciplined..."
871
wikitext
text/x-wiki
[[File:Mirai.jpg|thumb|284x284px]]
== Appearance ==
Though she spent most of her adult life in a mercenary company, Mirai always prided herself on being the most disciplined in the troupe, and that conscientiousness carries over even now. Her ebony duster is pressed and impeccable over her armor and leathers, her spurs well oiled and painted with pitch, so they neither jingle when she steps nor shines in the sunlight- perfect for someone creeping around to line up that perfect shot. Her boots are not subject to the same conditions, and the leather there is clearly polished within an inch of its life, ready for military turnout to this day.
As for Mirai herself, her pale face & amber eyes peer out at the world from under her wide brimmed hat, the headpiece as good for lining up a shot as it is for blocking out the sun during a mid-afternoon nap. Platinum blonde hair cascades down and frames her face, reaching down past her shoulders, past the scarlet facemask used for…extralegal activities, and down to her back. Bandoliers cross her chest, lined with ammo and potions, and a holster slung extra low holds her beloved pistol, the one that’s kept her company all these years. Finally, kept on a chain that ends in her duster, is her Travelogue, without which she’s never seen. If she’s not drinking, shooting, or sleeping, and you’ve lost sight of her, just assume she’s jotting the day’s events down there.
Or at least, hope she’s scribbling in there. Otherwise, you may have lost sight of her for a very good reason, and the glint of metal, far off in the distance, could be the last thing you ever see.
== Personality ==
Having lived the earlier part of her life at the beck and call of others, Mirai is now determined to live for herself, consequences be damned. Snarky and loud, she chose her god as much a matter of convenience as a matter of faith, figuring the Lucky Drunk as appropriate a symbol for her life as any other she’d ever found. Besides, if she was being honest, she had enough of stuffy clergy in stuffier clothing with sticks so far up their asses they could sweep with them. Better to surround herself with men and women who enjoyed life, friends and comrades that she could be comfortable with, people that she could cheer and raise a drink to as much as trust to have her back in battle.
Scoundrel. Rogue. Trickster. Mirai has been called all these things, and this devils-be-damned personality of hers shines through regardless of the situation. No matter where she goes, no matter the situation, even in the midst of battle, a smile will always grace her lips, as if life is one big game to her. She is almost always relaxed- or at least, always appears relaxed- and thus able to take a step back to view a situation in full detail. She is confident in her every move, and is always optimistic about any course of action. Even her smooth, practiced walk- with her shoulders back, head held high, and arms freely swinging, nowhere near her holsters- illustrates her steadfast pride. This pride allows her to shrug off most insults, and laugh at those who would cast such petty words, but this pride certainly does not affect her memory. She may forgive a slight or two, but she will certainly not forget it- nor will she forget you. To this day, she still plans to go back to that forest that haunts her dreams and exact her revenge against every last living beast in that forest. Once she does, she won’t stop until even the crickets refuse to chirp.
Towards this end, despite her usual happy-go-lucky nature, Mirai is incredibly driven. She constantly forces herself to grab whatever ounce of power she can at all times, in a desperate attempt to cover up her fear of weakness, to keep the control over her life she so desperately struggled for. She’s ambitious to a fault, willing to achieve power by hook or by crook, so long as she achieves her goals. The good times can last, but we have to be willing to fight for them- and Mirai’s got enough lead and black powder on her person to fight to the last man.
== History ==
When they came to her little fishing village, she didn't even have to think twice about her choice. 100 gold pieces signing bonus, just to stand in a line and pull a trigger? That was more than anyone in her village made in an entire year. She didn't even have to hit anyone, just had to make it look good. To her, the deal sounded almost too good to be true.
So she signed on with the Wild Hunt, a mercenary corps that specialized in hunting owlbears, manticores, and any other magical beast that dared to wreak havoc across the frontier. Sure, the captain was an uppity prick, but he paid on time, and after the first few battles, her companions finally began to treat her like a sister-in-arms, making her feel welcomed to the pack.
Oh, right.
The battles.
Mirai mostly remembers the fear. The feel of the rifle shaking in her hands, the metallic tang of the air, her breath quickening in her chest; all these sensations are jumbled together. But the manticore- the manticore, with its wings outstretched like claws towards them, its paws eating up the distance towards her company as if they hungered for their blood almost as much as its maw did- and its maw, like the toothed gate to hell itself- these she remembers as clearly as a wizard casting Major Image.
Still, she held the line, and something in her soul held her back as her body twitched and screamed at her to fire and run, run for her life from this apex predator, run all the way back to her village where the scariest thing she may face was a particularly ornery catfish. Like one of the constructs she heard about in the city, her body moved on automatic as the commander called out orders.
“Hold.”
“Aim...”
“Fire!”
Flames licked out from her rifle, and she stepped exactly one large pace to the right, as she had been taught. The Cavaliers flicked down their faceplates, couched their lances, and charged, easily mowing down the stunned beast. And that was it. Terror incarnate, wiped from the face of the earth by the roar of black powder and the steel of man. Mirai laughed from how ridiculous the whole affair was. She earned 30 gold from that mission alone.
The years slowly moved on, and Mirai became more and more experienced as her troupe traipsed across the wilderness, offering their services to any who could afford it. Having some experience gathering herbs for her village’s wise woman, Mirai apprenticed herself to the corps’ surgeon, learning one more skill to keep herself and her comrades alive as they scoured the lands of beasts of every stripe, and earning gold from every contract they penned. But it is for good reason that many say adventuring is merely consigning oneself to a slow suicide. A wealthy nobleman had spent far too much on his personal wardrobe than his town’s defense force, and so upon angering the local fey, he quickly capitulated to nearly every one of the Wild Hunt’s demands.
Looking back, Mirai wished he had stuck to his guns a little harder.
The mercenary company was quickly overwhelmed and overrun by the horde of beasts the slighted fey sent in retribution. She had sent a godsdamned hydra to their gates! The company fell into panic and disarray, morale and discipline be damned. Mirai propped up the bannerman as he fell, grabbing the flag and holding it high in his place, but rallying the remnants of the mercenaries to her side proved useless, as the hydra’s uncountable heads treated even the knights and cavaliers as mere snacks with a bit of crunch. Dropping the banner and rolling backwards to avoid the poisonous fumes spilling from the hydra’s jaws, Mirai scrambled for her backup firearm, only to catch sight of the bitch that had caused the deaths of so many of her friends and family.
Making her way amongst the rubble, ignoring the screams of the tortured and dying, Mirai drew closer and closer to the contract’s target, the fey simply laughing at the carnage before her as if it were a play. Mirai held her breath as the fey slowly entered the town to see the fruits of her labor, and as the wild woman made it past what remained of the tumbledown houses, Mirai struck. Dashing out from the ruins, Mirai tackled the fey, taking her to the ground as they wrestled for control of the gun. By sheer, ugly rage, Mirai overpowered the fey, worming the gun under the dryad’s chin and pulling the trigger.
Avenging her comrades as best she could, Mirai didn’t turn around to look at the beasts she knew had heard the gunshot ring out behind them, instead racing towards some poor pack horse that had been hidden by the ramshackle stable. Cutting it free from its bindings, Mirai clung to the beast’s mane for dear life, fear granting the creature wings as both fled the village, in no particular direction other than away. Riding for two days without rest, nearly killing the horse from exhaustion, Mirai eventually slumped off the horse, falling asleep before she hit the ground.
When she next woke up, Mirai found herself in a bed, the comforting murmur of a lively inn resounding from the floorboards beneath her. An older woman looked up from her journal, smiling at her, before quickly getting up and tearing up a loaf of bread, feeding Mirai one chunk at a time.
Over the next few days, Mirai learned that Tesselae called herself a Walker, and that she had sworn an oath to help out weary travelers wherever she could. No longer possessing any kind of goal- or a map, for that matter- Mirai decided to travel with the woman for the next few months, picking up a few of her tricks and techniques along the way. They were peaceful times, merely filled with travel, sightseeing, and Tesselae’s constant scribbling in her little notebook.
Still, all good things must one day come to an end, and eventually Tesselae decided it was time for them to part ways- but not without passing Mirai a Travelogue of her very own. Explaining more about herself and her order, Tesselae asked and received Mirai’s oath to the Wayward Path. Finally inducted to the society, Mirai began wandering on her own, deciding to live for herself this time around, and not just as another’s tool.
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872
871
2020-01-22T04:39:00Z
LuckySlugger
44908143
872
wikitext
text/x-wiki
"Mirai. ''Just'' Mirai."[[File:Mirai.jpg|thumb|284x284px]]
== Appearance ==
Though she spent most of her adult life in a mercenary company, Mirai always prided herself on being the most disciplined in the troupe, and that conscientiousness carries over even now. Her ebony duster is pressed and impeccable over her armor and leathers, her spurs well oiled and painted with pitch, so they neither jingle when she steps nor shines in the sunlight- perfect for someone creeping around to line up that perfect shot. Her boots are not subject to the same conditions, and the leather there is clearly polished within an inch of its life, ready for military turnout to this day.
As for Mirai herself, her pale face & amber eyes peer out at the world from under her wide brimmed hat, the headpiece as good for lining up a shot as it is for blocking out the sun during a mid-afternoon nap. Platinum blonde hair cascades down and frames her face, reaching down past her shoulders, past the scarlet facemask used for…extralegal activities, and down to her back. Bandoliers cross her chest, lined with ammo and potions, and a holster slung extra low holds her beloved pistol, the one that’s kept her company all these years. Finally, kept on a chain that ends in her duster, is her Travelogue, without which she’s never seen. If she’s not drinking, shooting, or sleeping, and you’ve lost sight of her, just assume she’s jotting the day’s events down there.
Or at least, hope she’s scribbling in there. Otherwise, you may have lost sight of her for a very good reason, and the glint of metal, far off in the distance, could be the last thing you ever see.
== Personality ==
Having lived the earlier part of her life at the beck and call of others, Mirai is now determined to live for herself, consequences be damned. Snarky and loud, she chose her god as much a matter of convenience as a matter of faith, figuring the Lucky Drunk as appropriate a symbol for her life as any other she’d ever found. Besides, if she was being honest, she had enough of stuffy clergy in stuffier clothing with sticks so far up their asses they could sweep with them. Better to surround herself with men and women who enjoyed life, friends and comrades that she could be comfortable with, people that she could cheer and raise a drink to as much as trust to have her back in battle.
Scoundrel. Rogue. Trickster. Mirai has been called all these things, and this devils-be-damned personality of hers shines through regardless of the situation. No matter where she goes, no matter the situation, even in the midst of battle, a smile will always grace her lips, as if life is one big game to her. She is almost always relaxed- or at least, always appears relaxed- and thus able to take a step back to view a situation in full detail. She is confident in her every move, and is always optimistic about any course of action. Even her smooth, practiced walk- with her shoulders back, head held high, and arms freely swinging, nowhere near her holsters- illustrates her steadfast pride. This pride allows her to shrug off most insults, and laugh at those who would cast such petty words, but this pride certainly does not affect her memory. She may forgive a slight or two, but she will certainly not forget it- nor will she forget you. To this day, she still plans to go back to that forest that haunts her dreams and exact her revenge against every last living beast in that forest. Once she does, she won’t stop until even the crickets refuse to chirp.
Towards this end, despite her usual happy-go-lucky nature, Mirai is incredibly driven. She constantly forces herself to grab whatever ounce of power she can at all times, in a desperate attempt to cover up her fear of weakness, to keep the control over her life she so desperately struggled for. She’s ambitious to a fault, willing to achieve power by hook or by crook, so long as she achieves her goals. The good times can last, but we have to be willing to fight for them- and Mirai’s got enough lead and black powder on her person to fight to the last man.
== History ==
When they came to her little fishing village, she didn't even have to think twice about her choice. 100 gold pieces signing bonus, just to stand in a line and pull a trigger? That was more than anyone in her village made in an entire year. She didn't even have to hit anyone, just had to make it look good. To her, the deal sounded almost too good to be true.
So she signed on with the Wild Hunt, a mercenary corps that specialized in hunting owlbears, manticores, and any other magical beast that dared to wreak havoc across the frontier. Sure, the captain was an uppity prick, but he paid on time, and after the first few battles, her companions finally began to treat her like a sister-in-arms, making her feel welcomed to the pack.
Oh, right.
The battles.
Mirai mostly remembers the fear. The feel of the rifle shaking in her hands, the metallic tang of the air, her breath quickening in her chest; all these sensations are jumbled together. But the manticore- the manticore, with its wings outstretched like claws towards them, its paws eating up the distance towards her company as if they hungered for their blood almost as much as its maw did- and its maw, like the toothed gate to hell itself- these she remembers as clearly as a wizard casting Major Image.
Still, she held the line, and something in her soul held her back as her body twitched and screamed at her to fire and run, run for her life from this apex predator, run all the way back to her village where the scariest thing she may face was a particularly ornery catfish. Like one of the constructs she heard about in the city, her body moved on automatic as the commander called out orders.
“Hold.”
“Aim...”
“Fire!”
Flames licked out from her rifle, and she stepped exactly one large pace to the right, as she had been taught. The Cavaliers flicked down their faceplates, couched their lances, and charged, easily mowing down the stunned beast. And that was it. Terror incarnate, wiped from the face of the earth by the roar of black powder and the steel of man. Mirai laughed from how ridiculous the whole affair was. She earned 30 gold from that mission alone.
The years slowly moved on, and Mirai became more and more experienced as her troupe traipsed across the wilderness, offering their services to any who could afford it. Having some experience gathering herbs for her village’s wise woman, Mirai apprenticed herself to the corps’ surgeon, learning one more skill to keep herself and her comrades alive as they scoured the lands of beasts of every stripe, and earning gold from every contract they penned. But it is for good reason that many say adventuring is merely consigning oneself to a slow suicide. A wealthy nobleman had spent far too much on his personal wardrobe than his town’s defense force, and so upon angering the local fey, he quickly capitulated to nearly every one of the Wild Hunt’s demands.
Looking back, Mirai wished he had stuck to his guns a little harder.
The mercenary company was quickly overwhelmed and overrun by the horde of beasts the slighted fey sent in retribution. She had sent a godsdamned hydra to their gates! The company fell into panic and disarray, morale and discipline be damned. Mirai propped up the bannerman as he fell, grabbing the flag and holding it high in his place, but rallying the remnants of the mercenaries to her side proved useless, as the hydra’s uncountable heads treated even the knights and cavaliers as mere snacks with a bit of crunch. Dropping the banner and rolling backwards to avoid the poisonous fumes spilling from the hydra’s jaws, Mirai scrambled for her backup firearm, only to catch sight of the bitch that had caused the deaths of so many of her friends and family.
Making her way amongst the rubble, ignoring the screams of the tortured and dying, Mirai drew closer and closer to the contract’s target, the fey simply laughing at the carnage before her as if it were a play. Mirai held her breath as the fey slowly entered the town to see the fruits of her labor, and as the wild woman made it past what remained of the tumbledown houses, Mirai struck. Dashing out from the ruins, Mirai tackled the fey, taking her to the ground as they wrestled for control of the gun. By sheer, ugly rage, Mirai overpowered the fey, worming the gun under the dryad’s chin and pulling the trigger.
Avenging her comrades as best she could, Mirai didn’t turn around to look at the beasts she knew had heard the gunshot ring out behind them, instead racing towards some poor pack horse that had been hidden by the ramshackle stable. Cutting it free from its bindings, Mirai clung to the beast’s mane for dear life, fear granting the creature wings as both fled the village, in no particular direction other than away. Riding for two days without rest, nearly killing the horse from exhaustion, Mirai eventually slumped off the horse, falling asleep before she hit the ground.
When she next woke up, Mirai found herself in a bed, the comforting murmur of a lively inn resounding from the floorboards beneath her. An older woman looked up from her journal, smiling at her, before quickly getting up and tearing up a loaf of bread, feeding Mirai one chunk at a time.
Over the next few days, Mirai learned that Tesselae called herself a Walker, and that she had sworn an oath to help out weary travelers wherever she could. No longer possessing any kind of goal- or a map, for that matter- Mirai decided to travel with the woman for the next few months, picking up a few of her tricks and techniques along the way. They were peaceful times, merely filled with travel, sightseeing, and Tesselae’s constant scribbling in her little notebook.
Still, all good things must one day come to an end, and eventually Tesselae decided it was time for them to part ways- but not without passing Mirai a Travelogue of her very own. Explaining more about herself and her order, Tesselae asked and received Mirai’s oath to the Wayward Path. Finally inducted to the society, Mirai began wandering on her own, deciding to live for herself this time around, and not just as another’s tool.
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2020-01-22T04:41:55Z
LuckySlugger
44908143
873
wikitext
text/x-wiki
"Mirai. ''Just'' Mirai."[[File:Mirai.jpg|thumb|284x284px]]
== Appearance ==
Though she spent most of her adult life in a mercenary company, Mirai always prided herself on being the most disciplined in the troupe, and that conscientiousness carries over even now. Her ebony duster is pressed and impeccable over her armor and leathers, her spurs well oiled and painted with pitch, so they neither jingle when she steps nor shines in the sunlight- perfect for someone creeping around to line up that perfect shot. Her boots are not subject to the same conditions, and the leather there is clearly polished within an inch of its life, ready for military turnout to this day.
As for Mirai herself, her pale face & amber eyes peer out at the world from under her wide brimmed hat, the headpiece as good for lining up a shot as it is for blocking out the sun during a mid-afternoon nap. Platinum blonde hair cascades down and frames her face, reaching down past her shoulders, past the scarlet facemask used for…extralegal activities, and down to her back. Bandoliers cross her chest, lined with ammo and potions, and a holster slung extra low holds her beloved pistol, the one that’s kept her company all these years. Finally, kept on a chain that ends in her duster, is her Travelogue, without which she’s never seen. If she’s not drinking, shooting, or sleeping, and you’ve lost sight of her, just assume she’s jotting the day’s events down there.
Or at least, hope she’s scribbling in there. Otherwise, you may have lost sight of her for a very good reason, and the glint of metal, far off in the distance, could be the last thing you ever see.
== Personality ==
Having lived the earlier part of her life at the beck and call of others, Mirai is now determined to live for herself, consequences be damned. Snarky and loud, she chose her god as much a matter of convenience as a matter of faith, figuring the Lucky Drunk as appropriate a symbol for her life as any other she’d ever found. Besides, if she was being honest, she had enough of stuffy clergy in stuffier clothing with sticks so far up their asses they could sweep with them. Better to surround herself with men and women who enjoyed life, friends and comrades that she could be comfortable with, people that she could cheer and raise a drink to as much as trust to have her back in battle.
Scoundrel. Rogue. Trickster. Mirai has been called all these things, and this devils-be-damned personality of hers shines through regardless of the situation. No matter where she goes, no matter the situation, even in the midst of battle, a smile will always grace her lips, as if life is one big game to her. She is almost always relaxed- or at least, always appears relaxed- and thus able to take a step back to view a situation in full detail. She is confident in her every move, and is always optimistic about any course of action. Even her smooth, practiced walk- with her shoulders back, head held high, and arms freely swinging, nowhere near her holsters- illustrates her steadfast pride. This pride allows her to shrug off most insults, and laugh at those who would cast such petty words, but this pride certainly does not affect her memory. She may forgive a slight or two, but she will certainly not forget it- nor will she forget you. To this day, she still plans to go back to that forest that haunts her dreams and exact her revenge against every last living beast in that forest. Once she does, she won’t stop until even the crickets refuse to chirp.
Towards this end, despite her usual happy-go-lucky nature, Mirai is incredibly driven. She constantly forces herself to grab whatever ounce of power she can at all times, in a desperate attempt to cover up her fear of weakness, to keep the control over her life she so desperately struggled for. She’s ambitious to a fault, willing to achieve power by hook or by crook, so long as she achieves her goals. The good times can last, but we have to be willing to fight for them- and Mirai’s got enough lead and black powder on her person to fight to the last man.
== History ==
When they came to her little fishing village, she didn't even have to think twice about her choice. 100 gold pieces signing bonus, just to stand in a line and pull a trigger? That was more than anyone in her village made in an entire year. She didn't even have to hit anyone, just had to make it look good. To her, the deal sounded almost too good to be true.
So she signed on with the Wild Hunt, a mercenary corps that specialized in hunting owlbears, manticores, and any other magical beast that dared to wreak havoc across the frontier. Sure, the captain was an uppity prick, but he paid on time, and after the first few battles, her companions finally began to treat her like a sister-in-arms, making her feel welcomed to the pack.
Oh, right.
The battles.
Mirai mostly remembers the fear. The feel of the rifle shaking in her hands, the metallic tang of the air, her breath quickening in her chest; all these sensations are jumbled together. But the manticore- the manticore, with its wings outstretched like claws towards them, its paws eating up the distance towards her company as if they hungered for their blood almost as much as its maw did- and its maw, like the toothed gate to hell itself- these she remembers as clearly as a wizard casting Major Image.
Still, she held the line, and something in her soul held her back as her body twitched and screamed at her to fire and run, run for her life from this apex predator, run all the way back to her village where the scariest thing she may face was a particularly ornery catfish. Like one of the constructs she heard about in the city, her body moved on automatic as the commander called out orders.
“Hold.”
“Aim...”
“Fire!”
Flames licked out from her rifle, and she stepped exactly one large pace to the right, as she had been taught. The Cavaliers flicked down their faceplates, couched their lances, and charged, easily mowing down the stunned beast. And that was it. Terror incarnate, wiped from the face of the earth by the roar of black powder and the steel of man. Mirai laughed from how ridiculous the whole affair was. She earned 30 gold from that mission alone.
The years slowly moved on, and Mirai became more and more experienced as her troupe traipsed across the wilderness, offering their services to any who could afford it. Having some experience gathering herbs for her village’s wise woman, Mirai apprenticed herself to the corps’ surgeon, learning one more skill to keep herself and her comrades alive as they scoured the lands of beasts of every stripe, and earning gold from every contract they penned. But it is for good reason that many say adventuring is merely consigning oneself to a slow suicide. A wealthy nobleman had spent far too much on his personal wardrobe than his town’s defense force, and so upon angering the local fey, he quickly capitulated to nearly every one of the Wild Hunt’s demands.
Looking back, Mirai wished he had stuck to his guns a little harder.
The mercenary company was quickly overwhelmed and overrun by the horde of beasts the slighted fey sent in retribution. She had sent a godsdamned hydra to their gates! The company fell into panic and disarray, morale and discipline be damned. Mirai propped up the bannerman as he fell, grabbing the flag and holding it high in his place, but rallying the remnants of the mercenaries to her side proved useless, as the hydra’s uncountable heads treated even the knights and cavaliers as mere snacks with a bit of crunch. Dropping the banner and rolling backwards to avoid the poisonous fumes spilling from the hydra’s jaws, Mirai scrambled for her backup firearm, only to catch sight of the bitch that had caused the deaths of so many of her friends and family.
Making her way amongst the rubble, ignoring the screams of the tortured and dying, Mirai drew closer and closer to the contract’s target, the fey simply laughing at the carnage before her as if it were a play. Mirai held her breath as the fey slowly entered the town to see the fruits of her labor, and as the wild woman made it past what remained of the tumbledown houses, Mirai struck. Dashing out from the ruins, Mirai tackled the fey, taking her to the ground as they wrestled for control of the gun. By sheer, ugly rage, Mirai overpowered the fey, worming the gun under the dryad’s chin and pulling the trigger.
Avenging her comrades as best she could, Mirai didn’t turn around to look at the beasts she knew had heard the gunshot ring out behind them, instead racing towards some poor pack horse that had been hidden by the ramshackle stable. Cutting it free from its bindings, Mirai clung to the beast’s mane for dear life, fear granting the creature wings as both fled the village, in no particular direction other than away. Riding for two days without rest, nearly killing the horse from exhaustion, Mirai eventually slumped off the horse, falling asleep before she hit the ground.
When she next woke up, Mirai found herself in a bed, the comforting murmur of a lively inn resounding from the floorboards beneath her. An older woman looked up from her journal, smiling at her, before quickly getting up and tearing up a loaf of bread, feeding Mirai one chunk at a time.
Over the next few days, Mirai learned that Tesselae called herself a Walker, and that she had sworn an oath to help out weary travelers wherever she could. No longer possessing any kind of goal- or a map, for that matter- Mirai decided to travel with the woman for the next few months, picking up a few of her tricks and techniques along the way. They were peaceful times, merely filled with travel, sightseeing, and Tesselae’s constant scribbling in her little notebook.
Still, all good things must one day come to an end, and eventually Tesselae decided it was time for them to part ways- but not without passing Mirai a Travelogue of her very own. Explaining more about herself and her order, Tesselae asked and received Mirai’s oath to the Wayward Path. Finally inducted to the society, Mirai began wandering on her own, deciding to live for herself this time around, and not just as another’s tool.
== Relationships ==
-To be Determined-
== Quotes ==
-"Mirai. ''Just ''Mirai."
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874
873
2020-01-22T04:50:13Z
LuckySlugger
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wikitext
text/x-wiki
"Mirai. ''Just'' Mirai."
== Appearance ==
{{ATCOS_Character_Infobox|title1 = Mirai|image1 = Mirai.jpg|caption1 = "Mirai. Just Mirai."|row1 = Character Information|gender = Female|race = Human|class = Desperado Warlord - (Vivisectionist Alchemist)|alignment = Chaotic Neutral|deity = Cayden Cailean|age = 23|height = 5' 10" (178 cm)|weight = 142 lbs. (64.5 kgs)|hair = Platinum Blonde|eyes = Amber}}Though she spent most of her adult life in a mercenary company, Mirai always prided herself on being the most disciplined in the troupe, and that conscientiousness carries over even now. Her ebony duster is pressed and impeccable over her armor and leathers, her spurs well oiled and painted with pitch, so they neither jingle when she steps nor shines in the sunlight- perfect for someone creeping around to line up that perfect shot. Her boots are not subject to the same conditions, and the leather there is clearly polished within an inch of its life, ready for military turnout to this day.
As for Mirai herself, her pale face & amber eyes peer out at the world from under her wide brimmed hat, the headpiece as good for lining up a shot as it is for blocking out the sun during a mid-afternoon nap. Platinum blonde hair cascades down and frames her face, reaching down past her shoulders, past the scarlet facemask used for…extralegal activities, and down to her back. Bandoliers cross her chest, lined with ammo and potions, and a holster slung extra low holds her beloved pistol, the one that’s kept her company all these years. Finally, kept on a chain that ends in her duster, is her Travelogue, without which she’s never seen. If she’s not drinking, shooting, or sleeping, and you’ve lost sight of her, just assume she’s jotting the day’s events down there.
Or at least, hope she’s scribbling in there. Otherwise, you may have lost sight of her for a very good reason, and the glint of metal, far off in the distance, could be the last thing you ever see.
== Personality ==
Having lived the earlier part of her life at the beck and call of others, Mirai is now determined to live for herself, consequences be damned. Snarky and loud, she chose her god as much a matter of convenience as a matter of faith, figuring the Lucky Drunk as appropriate a symbol for her life as any other she’d ever found. Besides, if she was being honest, she had enough of stuffy clergy in stuffier clothing with sticks so far up their asses they could sweep with them. Better to surround herself with men and women who enjoyed life, friends and comrades that she could be comfortable with, people that she could cheer and raise a drink to as much as trust to have her back in battle.
Scoundrel. Rogue. Trickster. Mirai has been called all these things, and this devils-be-damned personality of hers shines through regardless of the situation. No matter where she goes, no matter the situation, even in the midst of battle, a smile will always grace her lips, as if life is one big game to her. She is almost always relaxed- or at least, always appears relaxed- and thus able to take a step back to view a situation in full detail. She is confident in her every move, and is always optimistic about any course of action. Even her smooth, practiced walk- with her shoulders back, head held high, and arms freely swinging, nowhere near her holsters- illustrates her steadfast pride. This pride allows her to shrug off most insults, and laugh at those who would cast such petty words, but this pride certainly does not affect her memory. She may forgive a slight or two, but she will certainly not forget it- nor will she forget you. To this day, she still plans to go back to that forest that haunts her dreams and exact her revenge against every last living beast in that forest. Once she does, she won’t stop until even the crickets refuse to chirp.
Towards this end, despite her usual happy-go-lucky nature, Mirai is incredibly driven. She constantly forces herself to grab whatever ounce of power she can at all times, in a desperate attempt to cover up her fear of weakness, to keep the control over her life she so desperately struggled for. She’s ambitious to a fault, willing to achieve power by hook or by crook, so long as she achieves her goals. The good times can last, but we have to be willing to fight for them- and Mirai’s got enough lead and black powder on her person to fight to the last man.
== History ==
When they came to her little fishing village, she didn't even have to think twice about her choice. 100 gold pieces signing bonus, just to stand in a line and pull a trigger? That was more than anyone in her village made in an entire year. She didn't even have to hit anyone, just had to make it look good. To her, the deal sounded almost too good to be true.
So she signed on with the Wild Hunt, a mercenary corps that specialized in hunting owlbears, manticores, and any other magical beast that dared to wreak havoc across the frontier. Sure, the captain was an uppity prick, but he paid on time, and after the first few battles, her companions finally began to treat her like a sister-in-arms, making her feel welcomed to the pack.
Oh, right.
The battles.
Mirai mostly remembers the fear. The feel of the rifle shaking in her hands, the metallic tang of the air, her breath quickening in her chest; all these sensations are jumbled together. But the manticore- the manticore, with its wings outstretched like claws towards them, its paws eating up the distance towards her company as if they hungered for their blood almost as much as its maw did- and its maw, like the toothed gate to hell itself- these she remembers as clearly as a wizard casting Major Image.
Still, she held the line, and something in her soul held her back as her body twitched and screamed at her to fire and run, run for her life from this apex predator, run all the way back to her village where the scariest thing she may face was a particularly ornery catfish. Like one of the constructs she heard about in the city, her body moved on automatic as the commander called out orders.
“Hold.”
“Aim...”
“Fire!”
Flames licked out from her rifle, and she stepped exactly one large pace to the right, as she had been taught. The Cavaliers flicked down their faceplates, couched their lances, and charged, easily mowing down the stunned beast. And that was it. Terror incarnate, wiped from the face of the earth by the roar of black powder and the steel of man. Mirai laughed from how ridiculous the whole affair was. She earned 30 gold from that mission alone.
The years slowly moved on, and Mirai became more and more experienced as her troupe traipsed across the wilderness, offering their services to any who could afford it. Having some experience gathering herbs for her village’s wise woman, Mirai apprenticed herself to the corps’ surgeon, learning one more skill to keep herself and her comrades alive as they scoured the lands of beasts of every stripe, and earning gold from every contract they penned. But it is for good reason that many say adventuring is merely consigning oneself to a slow suicide. A wealthy nobleman had spent far too much on his personal wardrobe than his town’s defense force, and so upon angering the local fey, he quickly capitulated to nearly every one of the Wild Hunt’s demands.
Looking back, Mirai wished he had stuck to his guns a little harder.
The mercenary company was quickly overwhelmed and overrun by the horde of beasts the slighted fey sent in retribution. She had sent a godsdamned hydra to their gates! The company fell into panic and disarray, morale and discipline be damned. Mirai propped up the bannerman as he fell, grabbing the flag and holding it high in his place, but rallying the remnants of the mercenaries to her side proved useless, as the hydra’s uncountable heads treated even the knights and cavaliers as mere snacks with a bit of crunch. Dropping the banner and rolling backwards to avoid the poisonous fumes spilling from the hydra’s jaws, Mirai scrambled for her backup firearm, only to catch sight of the bitch that had caused the deaths of so many of her friends and family.
Making her way amongst the rubble, ignoring the screams of the tortured and dying, Mirai drew closer and closer to the contract’s target, the fey simply laughing at the carnage before her as if it were a play. Mirai held her breath as the fey slowly entered the town to see the fruits of her labor, and as the wild woman made it past what remained of the tumbledown houses, Mirai struck. Dashing out from the ruins, Mirai tackled the fey, taking her to the ground as they wrestled for control of the gun. By sheer, ugly rage, Mirai overpowered the fey, worming the gun under the dryad’s chin and pulling the trigger.
Avenging her comrades as best she could, Mirai didn’t turn around to look at the beasts she knew had heard the gunshot ring out behind them, instead racing towards some poor pack horse that had been hidden by the ramshackle stable. Cutting it free from its bindings, Mirai clung to the beast’s mane for dear life, fear granting the creature wings as both fled the village, in no particular direction other than away. Riding for two days without rest, nearly killing the horse from exhaustion, Mirai eventually slumped off the horse, falling asleep before she hit the ground.
When she next woke up, Mirai found herself in a bed, the comforting murmur of a lively inn resounding from the floorboards beneath her. An older woman looked up from her journal, smiling at her, before quickly getting up and tearing up a loaf of bread, feeding Mirai one chunk at a time.
Over the next few days, Mirai learned that Tesselae called herself a Walker, and that she had sworn an oath to help out weary travelers wherever she could. No longer possessing any kind of goal- or a map, for that matter- Mirai decided to travel with the woman for the next few months, picking up a few of her tricks and techniques along the way. They were peaceful times, merely filled with travel, sightseeing, and Tesselae’s constant scribbling in her little notebook.
Still, all good things must one day come to an end, and eventually Tesselae decided it was time for them to part ways- but not without passing Mirai a Travelogue of her very own. Explaining more about herself and her order, Tesselae asked and received Mirai’s oath to the Wayward Path. Finally inducted to the society, Mirai began wandering on her own, deciding to live for herself this time around, and not just as another’s tool.
== Relationships ==
-To be Determined-
== Quotes ==
-"Mirai. ''Just ''Mirai."
eyqc4adzdet4mwa47avminfwtr9ocyu
Molgorath Vermintide
0
729
1499
2020-08-15T00:38:29Z
Ploops123
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{{ATCOS_Character_Infobox|title1 = Molgorath Vermintide|image1 = Untitled21.png|caption1 = The rodent whisperer himself|gender = Male|race = Ratfolk|class = Hunter Beast Bender|alignment = Neutral Evil|deity = Ghlaunder|age = 20|height = 4ft|weight = 60lbs|hair = Black|eyes = Red}}
==Appearance==
Unnerving, ugly, maybe terrifying? Words fail to explain just how this creature appears. Like a regular ratfolk, he is of short stature, covered in greasy fur, and has jagged teeth, but this one is different. Everything about him screams that there's something amiss. It could be the mottled, patchy, black fur unevenly growing across his body, caked with grime and filth; It could be the sickly way he smirks when he hears something funny; It could be his blood red eyes that stare straight into your soul. Any of those things would be quite strange, after all, but it's probably the boils, scars, and lesions that fester across his form, never healing.
Even still, looking past all of that, there are his monstrous companions to strike fear into the hearts of onlookers. Harbinger, his mount and closest companion, is quite a sight to behold. Covered in muscles and having a pale blue coat, this towering riding rat has clearly had some questionable "enhancements" done to it. Unusual as these differences may be, the claws and teeth stained red by blood speak to the effectiveness for themselves.
His other two accomplices, his loyal dire rats named Pestilence and Plague, follow in his wake like the disease-ridden monsters they are. Pestilence, the male rat, has a presence that seems to suck the life out of everything around him. His impossibly dark black fur seems to steal the very light from his surroundings, while his blood red eyes sunder the hopes and any semblance of joy from onlookers. Plague, the female rat, appears to be a failed biological experiment. With glowing, oozing green lumps and a foul-smelling drool coming from the mouth, it's a wonder this rat hasn't caused an epidemic.
==Personality==
Whatever his brutish, ugly appearance may imply, Molgorath is a prime example that appearances can be deceiving. Yes, he can certainly be described as evil, even insane, but not in the way one would think. Though he looks like a psychopathic killer, his brand of evil is much more calculated, taking more risks than some others would dare, but still remaining rational in his decisions. For example, while he certainly would kill a pleading civilian in a dark alley, he would not do so in front of witnesses, unless he also planned to kill them.
In the same light, he is very confident in himself, to a point of narcissism, but he does not underestimate the skills of others. If a large warrior who looks like he has just slaughtered an army comes in his way, he will try several means to avoid violent confrontation. This is not because of any doubt it his own ability to destroy the man, but simply because it would be much easier to coerce him through words than risk injury fighting such an opponent.
Speaking of words, Molgorath is in fact quite good with them. Lying, charming, and scaring creatures of all sorts comes naturally to the ratfolk, despite his nefarious demeanor. When need calls, he could sell ice to an Eskimo, scare away a paladin, or even buddy up to the likes of Asmodeus. Of course, as evil as he is, all this talk is idle, fake nonsense existing only to further his rodent empire.
On that topic, Molgorath's main goal in life is the advancement of rodent-kind, especially ratfolk, to what be believes to be their rightful place over all lifeforms. He wants to conquer the surface for those who have lived underground far too long, eliminating all who oppose him. For non-rodents, he has a simple outlook: Those who seek to stop him, he seeks to eliminate; Those who are neutral, he seeks to enslave; Those who help him, well, they will see what underground life was like for those they oppressed.
==Backstory==
===Birth===
Molgorath was born to a family of rather wealthy ratfolk, in fact, one of the few ratfolk families to live comfortably surface-side. The lap of luxury for a newborn of his kind, and he was in it... for about a day. See, Molgorath's uncanny features weren't all results of a life of evil; he was born with many of the disturbing qualities of his appearance. His parents, deciding they did not want their place of comfort jeopardized by such a child, abandoned him in the sewers of Absalom. After all, yet another rat in those sewers would go unnoticed by society at large.
Yes, there were plenty of ratfolk living under the city at the time, and many would pass through the sewers from time to time, and a good number certainly would have seen the infant Molgorath alone and destitute. However, underground ratfolk are a very busy, poor sort of creature, none of them having time to care for another child, so, naturally, he was left to rot. Luckily for Molgorath, a baby ratfolk is quite small, and very easily mistaken for an especially large dire rat infant. As such, the infant was eventually taken in by a wandering pack of dire rats. They fed him, sheltered him, and, over time, raised him.
===Early Life===
As a ratfolk who'd spent all his life being raised by actual rats rather than his more human-like kin, Molgorath had a strange childhood. Like a human child raised by apes, he developed a very strong bond with his rodent-kin, learning their ways and even their language. However, he eventually started to spot differences between himself and his surrogate family. Not only was he beginning to get drastically larger than them, but he was the only one able to walk on two legs.
It was only a matter of time before his developing mind put the pieces together that he was in fact one of those giant, two-legged rats he'd been seeing in the sewers, and not actually a dire rat. This news hit him hard. Everything he thought he knew about life had to be reformed, and the person he once thought he was was now entirely different. The only fact that he could take solace in was that he was at least still technically a rodent.
That's when it clicked. RODENT. That's what mattered! Nothing else. If he kept telling himself that, he could maintain himself. And so he repeated it, and repeated it, and repeated it. It allowed him to integrate himself into the ratfolk society and stay in dire rat society without worry. It gave him purpose. What was at first a half-hearted truth became his new reality; it became the new central core belief to shape him. Rodents were all that mattered, and he would proclaim it to the world.
===Rise From the Sewers===
Growing up underground, Molgorath would hear stories of the surface world and its splendor, but he would never really grasp the idea until, one day, he saw it for himself. On a normal day spent better integrating himself into the new society he now knew he was part of, he found a passage leading out of the underground. This blindingly bright light signed his eyes even stepping near it, but he was as curious as he was ugly, so he charged through.
There it was: Absalom in all its splendor. Merchant stalls, real houses, and extravagant goods caught his eye, but the most splendorous of all was the Ascendant Court in the backdrop. A beautiful, magnificent part of the city that he soon found to be contrasted by its intolerable residents. Snooty, aloof, and drugged with power, these surface-swelling beings disgusted Molgorath. The more of humanity he saw, the less he liked it. Eventually, it got him to wondering why his kind were not up here, experiencing this wealth, but instead toiling away in tunnels below. Wonder turned to resentment, and resentment... to action.
He went back to the sewers, grabbing his a few of his most trusted companions, and set out upon the world, at every turn trying to cement rodents as the true ruling race they deserved to be.
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2020-08-15T00:44:48Z
Ploops123
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Molgorath Vermintide|image1 = Untitled21.png|caption1 = The rodent whisperer himself|gender = Male|race = Ratfolk|class = Hunter Beast Bender|alignment = Neutral Evil|deity = Ghlaunder|age = 20|height = 4ft|weight = 60lbs|hair = Black|eyes = Red}}
==Appearance==
Unnerving, ugly, maybe terrifying? Words fail to explain just how this creature appears. Like a regular ratfolk, he is of short stature, covered in greasy fur, and has jagged teeth, but this one is different. Everything about him screams that there's something amiss. It could be the mottled, patchy, black fur unevenly growing across his body, caked with grime and filth; It could be the sickly way he smirks when he hears something funny; It could be his blood red eyes that stare straight into your soul. Any of those things would be quite strange, after all, but it's probably the boils, scars, and lesions that fester across his form, never healing.
Even still, looking past all of that, there are his monstrous companions to strike fear into the hearts of onlookers. Harbinger, his mount and closest companion, is quite a sight to behold. Covered in muscles and having a pale blue coat, this towering riding rat has clearly had some questionable "enhancements" done to it. Unusual as these differences may be, the claws and teeth stained red by blood speak to the effectiveness for themselves.
His other two accomplices, his loyal dire rats named Pestilence and Plague, follow in his wake like the disease-ridden monsters they are. Pestilence, the male rat, has a presence that seems to suck the life out of everything around him. His impossibly dark black fur seems to steal the very light from his surroundings, while his blood red eyes sunder the hopes and any semblance of joy from onlookers. Plague, the female rat, appears to be a failed biological experiment. With glowing, oozing green lumps and a foul-smelling drool coming from the mouth, it's a wonder this rat hasn't caused an epidemic.
==Personality==
Whatever his brutish, ugly appearance may imply, Molgorath is a prime example that appearances can be deceiving. Yes, he can certainly be described as evil, even insane, but not in the way one would think. Though he looks like a psychopathic killer, his brand of evil is much more calculated, taking more risks than some others would dare, but still remaining rational in his decisions. For example, while he certainly would kill a pleading civilian in a dark alley, he would not do so in front of witnesses, unless he also planned to kill them.
In the same light, he is very confident in himself, to a point of narcissism, but he does not underestimate the skills of others. If a large warrior who looks like he has just slaughtered an army comes in his way, he will try several means to avoid violent confrontation. This is not because of any doubt it his own ability to destroy the man, but simply because it would be much easier to coerce him through words than risk injury fighting such an opponent.
Speaking of words, Molgorath is in fact quite good with them. Lying, charming, and scaring creatures of all sorts comes naturally to the ratfolk, despite his nefarious demeanor. When need calls, he could sell ice to an Eskimo, scare away a paladin, or even buddy up to the likes of Asmodeus. Of course, as evil as he is, all this talk is idle, fake nonsense existing only to further his rodent empire.
On that topic, Molgorath's main goal in life is the advancement of rodent-kind, especially ratfolk, to what be believes to be their rightful place over all lifeforms. He wants to conquer the surface for those who have lived underground far too long, eliminating all who oppose him. For non-rodents, he has a simple outlook: Those who seek to stop him, he seeks to eliminate; Those who are neutral, he seeks to enslave; Those who help him, well, they will see what underground life was like for those they oppressed.
==Backstory==
===Birth===
Molgorath was born to a family of rather wealthy ratfolk, in fact, one of the few ratfolk families to live comfortably surface-side. The lap of luxury for a newborn of his kind, and he was in it... for about a day. See, Molgorath's uncanny features weren't all results of a life of evil; he was born with many of the disturbing qualities of his appearance. His parents, deciding they did not want their place of comfort jeopardized by such a child, abandoned him in the sewers of Absalom. After all, yet another rat in those sewers would go unnoticed by society at large.
Yes, there were plenty of ratfolk living under the city at the time, and many would pass through the sewers from time to time, and a good number certainly would have seen the infant Molgorath alone and destitute. However, underground ratfolk are a very busy, poor sort of creature, none of them having time to care for another child, so, naturally, he was left to rot. Luckily for Molgorath, a baby ratfolk is quite small, and very easily mistaken for an especially large dire rat infant. As such, the infant was eventually taken in by a wandering pack of dire rats. They fed him, sheltered him, and, over time, raised him.
===Early Life===
As a ratfolk who'd spent all his life being raised by actual rats rather than his more human-like kin, Molgorath had a strange childhood. Like a human child raised by apes, he developed a very strong bond with his rodent-kin, learning their ways and even their language. However, he eventually started to spot differences between himself and his surrogate family. Not only was he beginning to get drastically larger than them, but he was the only one able to walk on two legs.
It was only a matter of time before his developing mind put the pieces together that he was in fact one of those giant, two-legged rats he'd been seeing in the sewers, and not actually a dire rat. This news hit him hard. Everything he thought he knew about life had to be reformed, and the person he once thought he was was now entirely different. The only fact that he could take solace in was that he was at least still technically a rodent.
That's when it clicked. RODENT. That's what mattered! Nothing else. If he kept telling himself that, he could maintain himself. And so he repeated it, and repeated it, and repeated it. It allowed him to integrate himself into the ratfolk society and stay in dire rat society without worry. It gave him purpose. What was at first a half-hearted truth became his new reality; it became the new central core belief to shape him. Rodents were all that mattered, and he would proclaim it to the world.
===Rise From the Sewers===
Growing up underground, Molgorath would hear stories of the surface world and its splendor, but he would never really grasp the idea until, one day, he saw it for himself. On a normal day spent better integrating himself into the new society he now knew he was part of, he found a passage leading out of the underground. This blindingly bright light signed his eyes even stepping near it, but he was as curious as he was ugly, so he charged through.
There it was: Absalom in all its splendor. Merchant stalls, real houses, and extravagant goods caught his eye, but the most splendorous of all was the Ascendant Court in the backdrop. A beautiful, magnificent part of the city that he soon found to be contrasted by its intolerable residents. Snooty, aloof, and drugged with power, these surface-swelling beings disgusted Molgorath. The more of humanity he saw, the less he liked it. Eventually, it got him to wondering why his kind were not up here, experiencing this wealth, but instead toiling away in tunnels below. Wonder turned to resentment, and resentment... to action.
He went back to the sewers, grabbing his a few of his most trusted companions, and set out upon the world, at every turn trying to cement rodents as the true ruling race they deserved to be.
4egtbcxpik9b6xw1b52zwdmg41vqgpb
1511
1500
2020-08-17T19:25:09Z
Ploops123
34375368
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Molgorath Vermintide|image1 = Untitled21.png|caption1 = The rodent whisperer himself|gender = Male|race = Ratfolk|class = Hunter Beast Bender|alignment = Neutral Evil|deity = Ghlaunder|age = 20|height = 4ft|weight = 60lbs|hair = Black|eyes = Red}}
==Appearance==
Unnerving, ugly, maybe terrifying? Words fail to explain just how this creature appears. Like a regular ratfolk, he is of short stature, covered in greasy fur, and has jagged teeth, but this one is different. Everything about him screams that there's something amiss. It could be the mottled, patchy, black fur unevenly growing across his body, caked with grime and filth; It could be the sickly way he smirks when he hears something funny; It could be his blood red eyes that stare straight into your soul. Any of those things would be quite strange, after all, but it's probably the boils, scars, and lesions that fester across his form, never healing.
Even still, looking past all of that, there are his monstrous companions to strike fear into the hearts of onlookers. Harbinger, his mount and closest companion, is quite a sight to behold. Covered in muscles and having a pale blue coat, this towering riding rat has clearly had some questionable "enhancements" done to it. Unusual as these differences may be, the claws and teeth stained red by blood speak to the effectiveness for themselves.
His other two accomplices, his loyal dire rats named Pestilence and Plague, follow in his wake like the disease-ridden monsters they are. Pestilence, the male rat, has a presence that seems to suck the life out of everything around him. His impossibly dark black fur seems to steal the very light from his surroundings, while his blood red eyes sunder the hopes and any semblance of joy from onlookers. Plague, the female rat, appears to be a failed biological experiment. With glowing, oozing green lumps and a foul-smelling drool coming from the mouth, it's a wonder this rat hasn't caused an epidemic.
==Personality==
Whatever his brutish, ugly appearance may imply, Molgorath is a prime example that appearances can be deceiving. Yes, he can certainly be described as evil, even insane, but not in the way one would think. Though he looks like a psychopathic killer, his brand of evil is much more calculated, taking more risks than some others would dare, but still remaining rational in his decisions. For example, while he certainly would kill a pleading civilian in a dark alley, he would not do so in front of witnesses, unless he also planned to kill them.
In the same light, he is very confident in himself, to a point of narcissism, but he does not underestimate the skills of others. If a large warrior who looks like he has just slaughtered an army comes in his way, he will try several means to avoid violent confrontation. This is not because of any doubt it his own ability to destroy the man, but simply because it would be much easier to coerce him through words than risk injury fighting such an opponent.
Speaking of words, Molgorath is in fact quite good with them. Lying, charming, and scaring creatures of all sorts comes naturally to the ratfolk, despite his nefarious demeanor. When need calls, he could sell ice to an Eskimo, scare away a paladin, or even buddy up to the likes of Asmodeus. Of course, as evil as he is, all this talk is idle, fake nonsense existing only to further his rodent empire.
On that topic, Molgorath's main goal in life is the advancement of rodent-kind, especially ratfolk, to what be believes to be their rightful place over all lifeforms. He wants to conquer the surface for those who have lived underground far too long, eliminating all who oppose him. For non-rodents, he has a simple outlook: Those who seek to stop him, he seeks to eliminate; Those who are neutral, he seeks to enslave; Those who help him, well, they will see what underground life was like for those they oppressed.
==Backstory==
===Birth===
Molgorath was born to a family of rather wealthy ratfolk, in fact, one of the few ratfolk families to live comfortably surface-side. The lap of luxury for a newborn of his kind, and he was in it... for about a day. See, Molgorath's uncanny features weren't all results of a life of evil; he was born with many of the disturbing qualities of his appearance. His parents, deciding they did not want their place of comfort jeopardized by such a child, abandoned him in the sewers of Absalom. After all, yet another rat in those sewers would go unnoticed by society at large.
Yes, there were plenty of ratfolk living under the city at the time, and many would pass through the sewers from time to time, and a good number certainly would have seen the infant Molgorath alone and destitute. However, underground ratfolk are a very busy, poor sort of creature, none of them having time to care for another child, so, naturally, he was left to rot. Luckily for Molgorath, a baby ratfolk is quite small, and very easily mistaken for an especially large dire rat infant. As such, the infant was eventually taken in by a wandering pack of dire rats. They fed him, sheltered him, and, over time, raised him.
===Early Life===
As a ratfolk who'd spent all his life being raised by actual rats rather than his more human-like kin, Molgorath had a strange childhood. Like a human child raised by apes, he developed a very strong bond with his rodent-kin, learning their ways and even their language. However, he eventually started to spot differences between himself and his surrogate family. Not only was he beginning to get drastically larger than them, but he was the only one able to walk on two legs.
It was only a matter of time before his developing mind put the pieces together that he was in fact one of those giant, two-legged rats he'd been seeing in the sewers, and not actually a dire rat. This news hit him hard. Everything he thought he knew about life had to be reformed, and the person he once thought he was was now entirely different. The only fact that he could take solace in was that he was at least still technically a rodent.
That's when it clicked. RODENT. That's what mattered! Nothing else. If he kept telling himself that, he could maintain himself. And so he repeated it, and repeated it, and repeated it. It allowed him to integrate himself into the ratfolk society and stay in dire rat society without worry. It gave him purpose. What was at first a half-hearted truth became his new reality; it became the new central core belief to shape him. Rodents were all that mattered, and he would proclaim it to the world.
===Rise From the Sewers===
Growing up underground, Molgorath would hear stories of the surface world and its splendor, but he would never really grasp the idea until, one day, he saw it for himself. On a normal day spent better integrating himself into the new society he now knew he was part of, he found a passage leading out of the underground. This blindingly bright light signed his eyes even stepping near it, but he was as curious as he was ugly, so he charged through.
There it was: Absalom in all its splendor. Merchant stalls, real houses, and extravagant goods caught his eye, but the most splendorous of all was the Ascendant Court in the backdrop. A beautiful, magnificent part of the city that he soon found to be contrasted by its intolerable residents. Snooty, aloof, and drugged with power, these surface-swelling beings disgusted Molgorath. The more of humanity he saw, the less he liked it. Eventually, it got him to wondering why his kind were not up here, experiencing this wealth, but instead toiling away in tunnels below. Wonder turned to resentment, and resentment... to action.
He went back to the sewers, grabbing his a few of his most trusted companions, and set out upon the world, at every turn trying to cement rodents as the true ruling race they deserved to be.
[[Category:Player Characters]]
osw5tb7bt9e1pte0yzgwv03z70wp45m
Montguard
0
868
1861
2021-03-11T18:01:58Z
NThomason
48458162
Created page with "<blockquote>'''"For honor and glory, I would take up my lance. For peace, I would take to the skies."''' </blockquote><br /> == House History == {{Infobox_organization|captio..."
1861
wikitext
text/x-wiki
<blockquote>'''"For honor and glory, I would take up my lance. For peace, I would take to the skies."''' </blockquote><br />
== House History ==
{{Infobox_organization|caption1=The Steel Rain|name=House Montguard|land_of_origins=Eastern Taldor|alignment=Lawful Good|headquarters=Maheto|region_of_operations=Northern World's Edge Mountains|motto=By our steeds we take flight, by our virtues we soar.|members=Ser Winston|image1=Pegasus.jpg}}
As if frozen in time, the human House Montguard serves as a reminder of the once-glorious noble houses of Taldor from ages past. Rooted in an assortment of castles nestled high in the World's Edge Mountains above the Taldan City of Maheto, Montguard lords over its fiefs below with vigilance. Acting as a beacon of hope from above in dire times, the knights of Montguard strive to protect their people from the savage orc tribes lurking beneath the mountains. They are aided in this task by mighty pegasi, allowing them to survey threats from the skies before swooping down to deliver justice in decisive blows.
The earliest of Montguard's history details a large tribe of humans who migrated to the cloud-piercing peaks of the World's Edge Mountains and successfully befriended the pegasi native to the region. This was long ago, when the human-dwarven city of Maheto was not quite the robust contributor of profound metallurgy that it now is. Over time, the tribe that would become known as House Montguard slowly integrated itself into the society below, before eventually becoming ingrained as a supplement to Taldor military in the area. The tribe was progressively civilized by its many interactions with Maheto, its members soon appearing culturally indistinguishable from Taldans. Once they earned enough favor from their exploits, they were granted noble status, their name, several small lands across the mountain range's border, and access to Maheto's finest equipment and wares. Grand castles were promptly erected in the mountains above, looming over their newfound fiefs, from which the knights of Montguard serve their people. House Montguard saw the peak of their power during the Golden Age of Taldor, though they have steeped little thanks to their relative seclusion from the rest of the Empire. Raised from birth as staunch followers of Iomedae, members of House Montguard hold themselves to the virtues of valor, justice, and honor, as well as the belief that the greatest glory is in expunging any and all forms of evil. Because of this, many knights of Montguard in times of relative peace will seek their glory elsewhere, making treks across Golarion and often establishing themselves wherever they believe their influence or their martial prowess to be necessary.
Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. The ability to gain the willing companionship of a pegasus and train it to be worthy of battle is seen to be a crucial part of knighthood training for Montguard, as well as a mark of personal worth. Although not all of its knights possess the patience and temperance to befriend these majestic creatures, House Montguard holds the practice of pegasus-riding as its most time-honored tradition.
<br />
== Ser Winston of House Montguard ==
{{Infobox_character|name=Winston of House Montguard|aliases=Ser Winston|affiliation=The Empire of Taldor, The Church of Iomedae, Maheto|species=Human|gender=Male|height=5'9"|weight=243 lbs.|age=21|image=Winston.png}}
Currently the youngest of his house sworn to knighthood, Winston carries himself with pride in his heritage and an eagerness to display his mettle in full view of the world. Many of his older siblings are well off on their path of knighthood, and have long since left The World's Edge Mountains to spread the will of their house. Driven by the imposing accomplishments of his family, Winston strives to earn his glory and fame with almost reckless abandon whenever he recognizes the opportunity, leaving himself prideful to a fault and oblivious to that which does not concern his goals. His mind's ambitions are anchored only by his oaths and his discipline, the latter being limited and imperfect in his young age, though his youth also affords him optimism and self-confidence envied by those more jaded in his line of work.
Recently having accomplished his knightly training and sworn his oaths, Ser Winston travels to Absalom with repressed anticipation, his family having recently purchased a pristine manor in the Petal District from which he may personally enact their will as an ambassador of Taldor and The World's Edge Mountains.
Winston rarely doffs his armor in public, as he would rather maintain the visage of a shining knight than betray his youthful, unscarred features to those who may think lesser of him for it. However, he stands at average height with a robust build, carrying himself with exaggerated swagger.
8z7rkpedgrd4p0j0u9k2xo9jvpd9qp9
1862
1861
2021-03-11T18:03:42Z
NThomason
48458162
/* House History */
1862
wikitext
text/x-wiki
<blockquote>'''"For honor and glory, I would take up my lance. For peace, I would take to the skies."''' </blockquote><br />
== House History ==
{{Infobox_organization|caption1=The Steel Rain|name=House Montguard|land_of_origins=Eastern Taldor|alignment=Lawful Good|headquarters=Maheto|region_of_operations=Northern World's Edge Mountains|motto=By our steeds we take flight, by our virtues we soar.|members=Ser Winston|image1=Pegasus.jpg}}
As if frozen in time, the human House Montguard serves as a reminder of the once-glorious noble houses of Taldor from ages past. Rooted in an assortment of castles nestled high in the World's Edge Mountains above the Taldan City of Maheto, Montguard lords over its fiefs below with chivalry and vigilance. Acting as a beacon of hope from above in dire times, the knights of Montguard strive to protect their people from the savage orc tribes lurking beneath the mountains. They are aided in this task by mighty pegasi, allowing them to survey threats from the skies before swooping down to deliver justice in decisive blows.
The earliest of Montguard's history details a large tribe of humans who migrated to the cloud-piercing peaks of the World's Edge Mountains and successfully befriended the pegasi native to the region. This was long ago, when the human-dwarven city of Maheto was not quite the robust contributor of profound metallurgy that it now is. Over time, the tribe that would become known as House Montguard slowly integrated itself into the society below, before eventually becoming ingrained as a supplement to Taldor military in the area. The tribe was progressively civilized by its many interactions with Maheto, its members soon appearing culturally indistinguishable from Taldans. Once they earned enough favor from their exploits, they were granted noble status, their name, several small lands across the mountain range's border, and access to Maheto's finest equipment and wares. Grand castles were promptly erected in the mountains above, looming over their newfound fiefs, from which the knights of Montguard serve their people. House Montguard saw the peak of their power during the Golden Age of Taldor, though they have steeped little thanks to their relative seclusion from the rest of the Empire. Raised from birth as staunch followers of Iomedae, members of House Montguard hold themselves to the virtues of valor, justice, and honor, as well as the belief that the greatest glory is in expunging any and all forms of evil. Because of this, many knights of Montguard in times of relative peace will seek their glory elsewhere, making treks across Golarion and often establishing themselves wherever they believe their influence or their martial prowess to be necessary.
Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. The ability to gain the willing companionship of a pegasus and train it to be worthy of battle is seen to be a crucial part of knighthood training for Montguard, as well as a mark of personal worth. Although not all of its knights possess the patience and temperance to befriend these majestic creatures, House Montguard holds the practice of pegasus-riding as its most time-honored tradition.
<br />
== Ser Winston of House Montguard ==
{{Infobox_character|name=Winston of House Montguard|aliases=Ser Winston|affiliation=The Empire of Taldor, The Church of Iomedae, Maheto|species=Human|gender=Male|height=5'9"|weight=243 lbs.|age=21|image=Winston.png}}
Currently the youngest of his house sworn to knighthood, Winston carries himself with pride in his heritage and an eagerness to display his mettle in full view of the world. Many of his older siblings are well off on their path of knighthood, and have long since left The World's Edge Mountains to spread the will of their house. Driven by the imposing accomplishments of his family, Winston strives to earn his glory and fame with almost reckless abandon whenever he recognizes the opportunity, leaving himself prideful to a fault and oblivious to that which does not concern his goals. His mind's ambitions are anchored only by his oaths and his discipline, the latter being limited and imperfect in his young age, though his youth also affords him optimism and self-confidence envied by those more jaded in his line of work.
Recently having accomplished his knightly training and sworn his oaths, Ser Winston travels to Absalom with repressed anticipation, his family having recently purchased a pristine manor in the Petal District from which he may personally enact their will as an ambassador of Taldor and The World's Edge Mountains.
Winston rarely doffs his armor in public, as he would rather maintain the visage of a shining knight than betray his youthful, unscarred features to those who may think lesser of him for it. However, he stands at average height with a robust build, carrying himself with exaggerated swagger.
hkwpabr53dpqzgpibg83g7cn55dsj2n
1875
1862
2021-04-01T13:57:47Z
NThomason
48458162
/* Ser Winston of House Montguard */
1875
wikitext
text/x-wiki
<blockquote>'''"For honor and glory, I would take up my lance. For peace, I would take to the skies."''' </blockquote><br />
== House History ==
{{Infobox_organization|caption1=The Steel Rain|name=House Montguard|land_of_origins=Eastern Taldor|alignment=Lawful Good|headquarters=Maheto|region_of_operations=Northern World's Edge Mountains|motto=By our steeds we take flight, by our virtues we soar.|members=Ser Winston|image1=Pegasus.jpg}}
As if frozen in time, the human House Montguard serves as a reminder of the once-glorious noble houses of Taldor from ages past. Rooted in an assortment of castles nestled high in the World's Edge Mountains above the Taldan City of Maheto, Montguard lords over its fiefs below with chivalry and vigilance. Acting as a beacon of hope from above in dire times, the knights of Montguard strive to protect their people from the savage orc tribes lurking beneath the mountains. They are aided in this task by mighty pegasi, allowing them to survey threats from the skies before swooping down to deliver justice in decisive blows.
The earliest of Montguard's history details a large tribe of humans who migrated to the cloud-piercing peaks of the World's Edge Mountains and successfully befriended the pegasi native to the region. This was long ago, when the human-dwarven city of Maheto was not quite the robust contributor of profound metallurgy that it now is. Over time, the tribe that would become known as House Montguard slowly integrated itself into the society below, before eventually becoming ingrained as a supplement to Taldor military in the area. The tribe was progressively civilized by its many interactions with Maheto, its members soon appearing culturally indistinguishable from Taldans. Once they earned enough favor from their exploits, they were granted noble status, their name, several small lands across the mountain range's border, and access to Maheto's finest equipment and wares. Grand castles were promptly erected in the mountains above, looming over their newfound fiefs, from which the knights of Montguard serve their people. House Montguard saw the peak of their power during the Golden Age of Taldor, though they have steeped little thanks to their relative seclusion from the rest of the Empire. Raised from birth as staunch followers of Iomedae, members of House Montguard hold themselves to the virtues of valor, justice, and honor, as well as the belief that the greatest glory is in expunging any and all forms of evil. Because of this, many knights of Montguard in times of relative peace will seek their glory elsewhere, making treks across Golarion and often establishing themselves wherever they believe their influence or their martial prowess to be necessary.
Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. The ability to gain the willing companionship of a pegasus and train it to be worthy of battle is seen to be a crucial part of knighthood training for Montguard, as well as a mark of personal worth. Although not all of its knights possess the patience and temperance to befriend these majestic creatures, House Montguard holds the practice of pegasus-riding as its most time-honored tradition.
<br />
== Ser Winston of House Montguard ==
{{Infobox_character|name=Winston of House Montguard|aliases=Ser Winston|affiliation=The Empire of Taldor, The Church of Iomedae, Maheto|species=Human|gender=Male|height=5'9"|weight=243 lbs.|age=21|image=Winston.png}}
Currently the youngest of his house sworn to knighthood, Winston carries himself with pride in his heritage and an eagerness to display his mettle in full view of the world. Many of his older peers are well off on their path of knighthood, and have long since left The World's Edge Mountains to spread the will of their house. Driven by the imposing accomplishments of his family, Winston strives to earn his glory and fame with almost reckless abandon whenever he recognizes the opportunity, leaving himself prideful to a fault and oblivious to that which does not concern his goals. His mind's ambitions are anchored only by his oaths and his discipline, the latter being limited and imperfect in his young age, though his youth also affords him optimism and self-confidence envied by those more jaded in his line of work.
Recently having accomplished his knightly training and sworn his oaths, Ser Winston travels to Absalom with repressed anticipation, his family having recently purchased a pristine manor in the Petal District from which he may personally enact their will as an ambassador of Taldor and The World's Edge Mountains.
Winston rarely doffs his armor in public, as he would rather maintain the visage of a shining knight than betray his youthful, unscarred features to those who may think lesser of him for it. However, he stands at average height with a robust build, carrying himself with exaggerated swagger.
8kpac27u6ktcxwd6sav25yz4lcmjpz1
Mossacross Dire-Dirge
0
333
652
2019-09-02T05:36:40Z
Hyper-HeartBeat
37943947
Added... uh, everything on the page so far.
652
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Mossacross Dire-Dirge|image1 = Mossacross Portrait.PNG|caption1 = Despite their external smugness, Mossacross actually has no clue what they're doing at any given moment.|row1 = "Ah yes, Crime Time. The time for crimes. It's one of my favorite times."|gender = Nonbinary|race = Goblin|class = Gravewalker Witch|alignment = Neutral Evil|deity = N/A|age = 19|height = 3'1"|weight = 33 Lbs|hair = Deep Green|eyes = Topaz Yellow}}
=='''<font size="6">Appearance</font>'''==
With eyes that gleam greedily in the darkness and skin of a strange green hue, it's fairly obvious from a glance that Mossacross Dire-Dirge is a Goblin. Despite this, they're rather well-groomed and well-dressed, and are thus leagues ahead of their less-civilized kin in terms of charisma. Standing almost as tall as an average Gnome, Moss takes great pride in the clean, dark hair that flows freely out from under their wide-brimmed hat.
Though it's nearly impossible to discern Mossacross's gender based on appearance alone (even more so than for other Goblins), their fashion sense is clearly inspired by the hags and witches that occupied many of the Goblin's favorite stories; They're most often fitted in a long dress comprised of thick cloth and a thin, off-pink blouse. A maroon sash lays around their waist, matching the shade of Moss's lovely silk hat.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Born to a clan of Goblinoids in a place far from Absalom, Mossacross was never meant to lead the life of a normal Goblin; Taken from their parents by a wise old Hobgoblin Wizard named Cazurna, the infantile Goblin had been chosen for a greater fate. Growing up under Cazurna's watchful, disciplined gaze, Mossacross would become the wizard's apprentice and learn the ways of arcana from one of Goblin-kind's greatest masters... or, that was the expectation, anyway.
Cazurna, a Hobgoblin, was extremely by the books. He was a rigid-minded scholar of the art of Evocation magic, and saw spellcasting as an important weapon to be wielded only by the most worthy minds. He was honorable, only seeking to fight when he knew that there was glory or worth in the defeat of an opponent. Cazurna possessed a will stronger than granite and a mind sharper than any tool that Goblins or any other race could forge. His student, Mossacross, was... exactly opposite. Their attention span was diminutive, their appreciation for magic as a weapon lacking. Instead, Mossacross gravitated toward obscure, esoteric arts. They fell in love with stories about Hags turning those who defied them into newts and witches laying baleful hexes upon arrogant barons, and they quickly came to crave that sort of power for themself.
Cazurna, impressively patient, believed that his student would come to pass through this 'phase' and would soon turn to a truly honorable appreciation for magic. This time never came, unfortunately; Moss was only interested in the strangest magic, the sorts of magic that Cazurna could not and would not teach. Seeking a clever solution to an otherwise impassable issue, Cazurna decided to send his student out into the woods near their abode to 'seek a real witch'. Of course, the mentor didn't believe that his student would be in any sort of danger, and had ensured well beforehand that everything would be safe in the forest. This mission was merely intended to frighten the young Goblin out of their strange desire to practice occult magic... However, Moss was unfazed by the dark shadows that seemed to creep through the woods, and made a habit of visiting the area between lessons with Cazurna.
Strangely, the woods were almost always dead-quiet. They were, as such, a perfect place to go and think or study when needed, but something about the unnatural silence was both worrisome and fascinating to Mossacross. Every time they visited the forest, they'd travel a bit further into the trees, inch-by-inch, until they'd find something new that didn't seem to belong in this otherwise empty, lonesome place. One day, it was what appeared to be the tooth of some strange predator. Another day, a pair of ruffled, decayed feathers from some long-gone bird. The day after that, Moss almost tripped over what could only be a femur... Too large for any forest-bound creature. Of course, they never reported any of their findings to Cazurna, who'd surely find some way to spoil the fun. Slowly but surely, Mossacross would find more and more bones and dropped parts in the forest until, one day, they stumbling upon the epicenter of this strange scattering of corpses and bits of bone; An altar, sitting alone in a dark glade, pulsing with some sort of strange... 'potential', maybe. Though they didn't fully understand the sight, Moss knew that this ''must'' have been what Caz had wanted them to find. They laid their hand on the altar, expecting that a coven of witches or something like that would come out and pronounce Moss a certified witch! Instead... they blacked out.
Waking up, Mossacross found themself at the edge of the forest, just a short walk away from their home, where Cazurna would surely be awaiting their arrival. By their side, however, was the strangest piece to this odd new puzzle; A doll, comprised of simple rags and pins, was held in Mossacrosses hand, only found once the Goblin woke up. Once again, none of this was reported to the mentor, who'd surely steal away Moss's soft new friend if the truth were to come out about how it was found... if that was even the truth.
After their fateful encounter with that altar, Mossacross seemed to become more magically proficient, somehow. They'd 'relay' each of Caz's new lessons every day to their stuffed poppet, who of course never spoke back. The act of sharing these lessons, though... it somehow brought Moss comfort, and helped them remember spells better. The process of performing spell components, be they verbal, somatic, or material, also became easier, somehow... Wishing to see the altar that seemed to bestow this poppet and this talent unto them once more, Moss would occasionally revisit the forest, only to find that the old paths they'd memorized were simply no longer there. No amount of searching would bring Moss back to the altar, and no amount of thinking would bring them a logical answer as to where it could have gone.
Eventually, Moss's curiosity got the better of them. What was this strange new talent? Who's poppet was this, and why did it seem to have some sort of connection to that altar? Cazurna wouldn't be of any help, of course; He'd merely write the occurrences off as some sort of 'worthless vision' and enforce more strict curfews for his mentor. If Moss was going to find answers, they'd have to search elsewhere on their own. Thus, one cold morning, Mossacross packed their bags and reported to their mentor that they'd be traveling abroad to 'study the true nature of magic'. It was a flimsy excuse, but Cazurna didn't seem to mind, and before too long Mossacross was on their way to a city named 'Absalom'...
=='''<font size="6">Personality</font>'''==
As implied before, Mossacross's personality is in great contrast to their mentor's. They're curious and inattentive, full of energy that's never directed at any single thing for all too long. The wonders of the arcane world and the occult are fascinating to them, and they'll never turn up an opportunity to find something amazing. Impatient, Moss is always ready to do something new, and often uses magic as a form of entertainment when things around them are just a bit too dull.
Moss, raised away from other Goblins, only knows of their kin's greed and violence through stories. Though they believe themself above such petty acts of aggression, Mossacross isn't always a polite little scholar. They are vindictive and cruel to those who'd get in their way or 'oppose' them, unafraid to use their magic to deceive, manipulate, and harm people who'd try to somehow impede their ever-important research. While they're certainly no thief, Moss feels no moral wrong in taking something from someone who wasn't clever enough to keep their items away from the grasp of a curious Goblin.
Feeling slight resentment for their master's set-in-stone ways, Mossacross likes to think that they're more flexible and willing to work with others than Cazurna would have been. They're always willing to learn from others, and think that they're much better off with friends than without. The young Goblin is also usually receptive to the ideas of others, even if they're really bad ideas. Worst case scenario, someone fails and Moss gets a good laugh out of it.
5aswxjb2jpe4x09wmitj6tl23pyctfn
653
652
2019-09-02T05:39:54Z
Hyper-HeartBeat
37943947
Added 'Their Story So Far' and 'Friends and Enemies' Sections
653
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Mossacross Dire-Dirge|image1 = Mossacross Portrait.PNG|caption1 = Despite their external smugness, Mossacross actually has no clue what they're doing at any given moment.|row1 = "Ah yes, Crime Time. The time for crimes. It's one of my favorite times."|gender = Nonbinary|race = Goblin|class = Gravewalker Witch|alignment = Neutral Evil|deity = N/A|age = 19|height = 3'1"|weight = 33 Lbs|hair = Deep Green|eyes = Topaz Yellow}}
=='''<font size="6">Appearance</font>'''==
With eyes that gleam greedily in the darkness and skin of a strange green hue, it's fairly obvious from a glance that Mossacross Dire-Dirge is a Goblin. Despite this, they're rather well-groomed and well-dressed, and are thus leagues ahead of their less-civilized kin in terms of charisma. Standing almost as tall as an average Gnome, Moss takes great pride in the clean, dark hair that flows freely out from under their wide-brimmed hat.
Though it's nearly impossible to discern Mossacross's gender based on appearance alone (even more so than for other Goblins), their fashion sense is clearly inspired by the hags and witches that occupied many of the Goblin's favorite stories; They're most often fitted in a long dress comprised of thick cloth and a thin, off-pink blouse. A maroon sash lays around their waist, matching the shade of Moss's lovely silk hat.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Born to a clan of Goblinoids in a place far from Absalom, Mossacross was never meant to lead the life of a normal Goblin; Taken from their parents by a wise old Hobgoblin Wizard named Cazurna, the infantile Goblin had been chosen for a greater fate. Growing up under Cazurna's watchful, disciplined gaze, Mossacross would become the wizard's apprentice and learn the ways of arcana from one of Goblin-kind's greatest masters... or, that was the expectation, anyway.
Cazurna, a Hobgoblin, was extremely by the books. He was a rigid-minded scholar of the art of Evocation magic, and saw spellcasting as an important weapon to be wielded only by the most worthy minds. He was honorable, only seeking to fight when he knew that there was glory or worth in the defeat of an opponent. Cazurna possessed a will stronger than granite and a mind sharper than any tool that Goblins or any other race could forge. His student, Mossacross, was... exactly opposite. Their attention span was diminutive, their appreciation for magic as a weapon lacking. Instead, Mossacross gravitated toward obscure, esoteric arts. They fell in love with stories about Hags turning those who defied them into newts and witches laying baleful hexes upon arrogant barons, and they quickly came to crave that sort of power for themself.
Cazurna, impressively patient, believed that his student would come to pass through this 'phase' and would soon turn to a truly honorable appreciation for magic. This time never came, unfortunately; Moss was only interested in the strangest magic, the sorts of magic that Cazurna could not and would not teach. Seeking a clever solution to an otherwise impassable issue, Cazurna decided to send his student out into the woods near their abode to 'seek a real witch'. Of course, the mentor didn't believe that his student would be in any sort of danger, and had ensured well beforehand that everything would be safe in the forest. This mission was merely intended to frighten the young Goblin out of their strange desire to practice occult magic... However, Moss was unfazed by the dark shadows that seemed to creep through the woods, and made a habit of visiting the area between lessons with Cazurna.
Strangely, the woods were almost always dead-quiet. They were, as such, a perfect place to go and think or study when needed, but something about the unnatural silence was both worrisome and fascinating to Mossacross. Every time they visited the forest, they'd travel a bit further into the trees, inch-by-inch, until they'd find something new that didn't seem to belong in this otherwise empty, lonesome place. One day, it was what appeared to be the tooth of some strange predator. Another day, a pair of ruffled, decayed feathers from some long-gone bird. The day after that, Moss almost tripped over what could only be a femur... Too large for any forest-bound creature. Of course, they never reported any of their findings to Cazurna, who'd surely find some way to spoil the fun. Slowly but surely, Mossacross would find more and more bones and dropped parts in the forest until, one day, they stumbling upon the epicenter of this strange scattering of corpses and bits of bone; An altar, sitting alone in a dark glade, pulsing with some sort of strange... 'potential', maybe. Though they didn't fully understand the sight, Moss knew that this ''must'' have been what Caz had wanted them to find. They laid their hand on the altar, expecting that a coven of witches or something like that would come out and pronounce Moss a certified witch! Instead... they blacked out.
Waking up, Mossacross found themself at the edge of the forest, just a short walk away from their home, where Cazurna would surely be awaiting their arrival. By their side, however, was the strangest piece to this odd new puzzle; A doll, comprised of simple rags and pins, was held in Mossacrosses hand, only found once the Goblin woke up. Once again, none of this was reported to the mentor, who'd surely steal away Moss's soft new friend if the truth were to come out about how it was found... if that was even the truth.
After their fateful encounter with that altar, Mossacross seemed to become more magically proficient, somehow. They'd 'relay' each of Caz's new lessons every day to their stuffed poppet, who of course never spoke back. The act of sharing these lessons, though... it somehow brought Moss comfort, and helped them remember spells better. The process of performing spell components, be they verbal, somatic, or material, also became easier, somehow... Wishing to see the altar that seemed to bestow this poppet and this talent unto them once more, Moss would occasionally revisit the forest, only to find that the old paths they'd memorized were simply no longer there. No amount of searching would bring Moss back to the altar, and no amount of thinking would bring them a logical answer as to where it could have gone.
Eventually, Moss's curiosity got the better of them. What was this strange new talent? Who's poppet was this, and why did it seem to have some sort of connection to that altar? Cazurna wouldn't be of any help, of course; He'd merely write the occurrences off as some sort of 'worthless vision' and enforce more strict curfews for his mentor. If Moss was going to find answers, they'd have to search elsewhere on their own. Thus, one cold morning, Mossacross packed their bags and reported to their mentor that they'd be traveling abroad to 'study the true nature of magic'. It was a flimsy excuse, but Cazurna didn't seem to mind, and before too long Mossacross was on their way to a city named 'Absalom'...
=='''<font size="6">Personality</font>'''==
As implied before, Mossacross's personality is in great contrast to their mentor's. They're curious and inattentive, full of energy that's never directed at any single thing for all too long. The wonders of the arcane world and the occult are fascinating to them, and they'll never turn up an opportunity to find something amazing. Impatient, Moss is always ready to do something new, and often uses magic as a form of entertainment when things around them are just a bit too dull.
Moss, raised away from other Goblins, only knows of their kin's greed and violence through stories. Though they believe themself above such petty acts of aggression, Mossacross isn't always a polite little scholar. They are vindictive and cruel to those who'd get in their way or 'oppose' them, unafraid to use their magic to deceive, manipulate, and harm people who'd try to somehow impede their ever-important research. While they're certainly no thief, Moss feels no moral wrong in taking something from someone who wasn't clever enough to keep their items away from the grasp of a curious Goblin.
Feeling slight resentment for their master's set-in-stone ways, Mossacross likes to think that they're more flexible and willing to work with others than Cazurna would have been. They're always willing to learn from others, and think that they're much better off with friends than without. The young Goblin is also usually receptive to the ideas of others, even if they're really bad ideas. Worst case scenario, someone fails and Moss gets a good laugh out of it.
=='''<font size="6">Their Story So Far</font>'''==
'''-To be Determined-'''
=='''<font size="6">Friends and Enemies</font>'''==
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:750px;"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;" |Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;" |
|-
! scope="row" |Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;" |
|}
7x93jtpwgh8e0l60x82817m2vq2o2tg
654
653
2019-09-02T05:40:02Z
Hyper-HeartBeat
37943947
Adding categories
654
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Mossacross Dire-Dirge|image1 = Mossacross Portrait.PNG|caption1 = Despite their external smugness, Mossacross actually has no clue what they're doing at any given moment.|row1 = "Ah yes, Crime Time. The time for crimes. It's one of my favorite times."|gender = Nonbinary|race = Goblin|class = Gravewalker Witch|alignment = Neutral Evil|deity = N/A|age = 19|height = 3'1"|weight = 33 Lbs|hair = Deep Green|eyes = Topaz Yellow}}
=='''<font size="6">Appearance</font>'''==
With eyes that gleam greedily in the darkness and skin of a strange green hue, it's fairly obvious from a glance that Mossacross Dire-Dirge is a Goblin. Despite this, they're rather well-groomed and well-dressed, and are thus leagues ahead of their less-civilized kin in terms of charisma. Standing almost as tall as an average Gnome, Moss takes great pride in the clean, dark hair that flows freely out from under their wide-brimmed hat.
Though it's nearly impossible to discern Mossacross's gender based on appearance alone (even more so than for other Goblins), their fashion sense is clearly inspired by the hags and witches that occupied many of the Goblin's favorite stories; They're most often fitted in a long dress comprised of thick cloth and a thin, off-pink blouse. A maroon sash lays around their waist, matching the shade of Moss's lovely silk hat.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Born to a clan of Goblinoids in a place far from Absalom, Mossacross was never meant to lead the life of a normal Goblin; Taken from their parents by a wise old Hobgoblin Wizard named Cazurna, the infantile Goblin had been chosen for a greater fate. Growing up under Cazurna's watchful, disciplined gaze, Mossacross would become the wizard's apprentice and learn the ways of arcana from one of Goblin-kind's greatest masters... or, that was the expectation, anyway.
Cazurna, a Hobgoblin, was extremely by the books. He was a rigid-minded scholar of the art of Evocation magic, and saw spellcasting as an important weapon to be wielded only by the most worthy minds. He was honorable, only seeking to fight when he knew that there was glory or worth in the defeat of an opponent. Cazurna possessed a will stronger than granite and a mind sharper than any tool that Goblins or any other race could forge. His student, Mossacross, was... exactly opposite. Their attention span was diminutive, their appreciation for magic as a weapon lacking. Instead, Mossacross gravitated toward obscure, esoteric arts. They fell in love with stories about Hags turning those who defied them into newts and witches laying baleful hexes upon arrogant barons, and they quickly came to crave that sort of power for themself.
Cazurna, impressively patient, believed that his student would come to pass through this 'phase' and would soon turn to a truly honorable appreciation for magic. This time never came, unfortunately; Moss was only interested in the strangest magic, the sorts of magic that Cazurna could not and would not teach. Seeking a clever solution to an otherwise impassable issue, Cazurna decided to send his student out into the woods near their abode to 'seek a real witch'. Of course, the mentor didn't believe that his student would be in any sort of danger, and had ensured well beforehand that everything would be safe in the forest. This mission was merely intended to frighten the young Goblin out of their strange desire to practice occult magic... However, Moss was unfazed by the dark shadows that seemed to creep through the woods, and made a habit of visiting the area between lessons with Cazurna.
Strangely, the woods were almost always dead-quiet. They were, as such, a perfect place to go and think or study when needed, but something about the unnatural silence was both worrisome and fascinating to Mossacross. Every time they visited the forest, they'd travel a bit further into the trees, inch-by-inch, until they'd find something new that didn't seem to belong in this otherwise empty, lonesome place. One day, it was what appeared to be the tooth of some strange predator. Another day, a pair of ruffled, decayed feathers from some long-gone bird. The day after that, Moss almost tripped over what could only be a femur... Too large for any forest-bound creature. Of course, they never reported any of their findings to Cazurna, who'd surely find some way to spoil the fun. Slowly but surely, Mossacross would find more and more bones and dropped parts in the forest until, one day, they stumbling upon the epicenter of this strange scattering of corpses and bits of bone; An altar, sitting alone in a dark glade, pulsing with some sort of strange... 'potential', maybe. Though they didn't fully understand the sight, Moss knew that this ''must'' have been what Caz had wanted them to find. They laid their hand on the altar, expecting that a coven of witches or something like that would come out and pronounce Moss a certified witch! Instead... they blacked out.
Waking up, Mossacross found themself at the edge of the forest, just a short walk away from their home, where Cazurna would surely be awaiting their arrival. By their side, however, was the strangest piece to this odd new puzzle; A doll, comprised of simple rags and pins, was held in Mossacrosses hand, only found once the Goblin woke up. Once again, none of this was reported to the mentor, who'd surely steal away Moss's soft new friend if the truth were to come out about how it was found... if that was even the truth.
After their fateful encounter with that altar, Mossacross seemed to become more magically proficient, somehow. They'd 'relay' each of Caz's new lessons every day to their stuffed poppet, who of course never spoke back. The act of sharing these lessons, though... it somehow brought Moss comfort, and helped them remember spells better. The process of performing spell components, be they verbal, somatic, or material, also became easier, somehow... Wishing to see the altar that seemed to bestow this poppet and this talent unto them once more, Moss would occasionally revisit the forest, only to find that the old paths they'd memorized were simply no longer there. No amount of searching would bring Moss back to the altar, and no amount of thinking would bring them a logical answer as to where it could have gone.
Eventually, Moss's curiosity got the better of them. What was this strange new talent? Who's poppet was this, and why did it seem to have some sort of connection to that altar? Cazurna wouldn't be of any help, of course; He'd merely write the occurrences off as some sort of 'worthless vision' and enforce more strict curfews for his mentor. If Moss was going to find answers, they'd have to search elsewhere on their own. Thus, one cold morning, Mossacross packed their bags and reported to their mentor that they'd be traveling abroad to 'study the true nature of magic'. It was a flimsy excuse, but Cazurna didn't seem to mind, and before too long Mossacross was on their way to a city named 'Absalom'...
=='''<font size="6">Personality</font>'''==
As implied before, Mossacross's personality is in great contrast to their mentor's. They're curious and inattentive, full of energy that's never directed at any single thing for all too long. The wonders of the arcane world and the occult are fascinating to them, and they'll never turn up an opportunity to find something amazing. Impatient, Moss is always ready to do something new, and often uses magic as a form of entertainment when things around them are just a bit too dull.
Moss, raised away from other Goblins, only knows of their kin's greed and violence through stories. Though they believe themself above such petty acts of aggression, Mossacross isn't always a polite little scholar. They are vindictive and cruel to those who'd get in their way or 'oppose' them, unafraid to use their magic to deceive, manipulate, and harm people who'd try to somehow impede their ever-important research. While they're certainly no thief, Moss feels no moral wrong in taking something from someone who wasn't clever enough to keep their items away from the grasp of a curious Goblin.
Feeling slight resentment for their master's set-in-stone ways, Mossacross likes to think that they're more flexible and willing to work with others than Cazurna would have been. They're always willing to learn from others, and think that they're much better off with friends than without. The young Goblin is also usually receptive to the ideas of others, even if they're really bad ideas. Worst case scenario, someone fails and Moss gets a good laugh out of it.
=='''<font size="6">Their Story So Far</font>'''==
'''-To be Determined-'''
=='''<font size="6">Friends and Enemies</font>'''==
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:750px;"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;" |Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;" |
|-
! scope="row" |Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;" |
|}
[[Category:Player Characters]]
[[Category:Characters]]
pjrnz8bk765pxfavr16sf035irqszql
655
654
2019-09-02T05:42:38Z
Hyper-HeartBeat
37943947
Attempted to fix a minor issue involving a collapsible section
655
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Mossacross Dire-Dirge|image1 = Mossacross Portrait.PNG|caption1 = Despite their external smugness, Mossacross actually has no clue what they're doing at any given moment.|row1 = "Ah yes, Crime Time. The time for crimes. It's one of my favorite times."|gender = Nonbinary|race = Goblin|class = Gravewalker Witch|alignment = Neutral Evil|deity = N/A|age = 19|height = 3'1"|weight = 33 Lbs|hair = Deep Green|eyes = Topaz Yellow}}
=='''<font size="6">Appearance</font>'''==
With eyes that gleam greedily in the darkness and skin of a strange green hue, it's fairly obvious from a glance that Mossacross Dire-Dirge is a Goblin. Despite this, they're rather well-groomed and well-dressed, and are thus leagues ahead of their less-civilized kin in terms of charisma. Standing almost as tall as an average Gnome, Moss takes great pride in the clean, dark hair that flows freely out from under their wide-brimmed hat.
Though it's nearly impossible to discern Mossacross's gender based on appearance alone (even more so than for other Goblins), their fashion sense is clearly inspired by the hags and witches that occupied many of the Goblin's favorite stories; They're most often fitted in a long dress comprised of thick cloth and a thin, off-pink blouse. A maroon sash lays around their waist, matching the shade of Moss's lovely silk hat.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Born to a clan of Goblinoids in a place far from Absalom, Mossacross was never meant to lead the life of a normal Goblin; Taken from their parents by a wise old Hobgoblin Wizard named Cazurna, the infantile Goblin had been chosen for a greater fate. Growing up under Cazurna's watchful, disciplined gaze, Mossacross would become the wizard's apprentice and learn the ways of arcana from one of Goblin-kind's greatest masters... or, that was the expectation, anyway.
Cazurna, a Hobgoblin, was extremely by the books. He was a rigid-minded scholar of the art of Evocation magic, and saw spellcasting as an important weapon to be wielded only by the most worthy minds. He was honorable, only seeking to fight when he knew that there was glory or worth in the defeat of an opponent. Cazurna possessed a will stronger than granite and a mind sharper than any tool that Goblins or any other race could forge. His student, Mossacross, was... exactly opposite. Their attention span was diminutive, their appreciation for magic as a weapon lacking. Instead, Mossacross gravitated toward obscure, esoteric arts. They fell in love with stories about Hags turning those who defied them into newts and witches laying baleful hexes upon arrogant barons, and they quickly came to crave that sort of power for themself.
Cazurna, impressively patient, believed that his student would come to pass through this 'phase' and would soon turn to a truly honorable appreciation for magic. This time never came, unfortunately; Moss was only interested in the strangest magic, the sorts of magic that Cazurna could not and would not teach. Seeking a clever solution to an otherwise impassable issue, Cazurna decided to send his student out into the woods near their abode to 'seek a real witch'. Of course, the mentor didn't believe that his student would be in any sort of danger, and had ensured well beforehand that everything would be safe in the forest. This mission was merely intended to frighten the young Goblin out of their strange desire to practice occult magic... However, Moss was unfazed by the dark shadows that seemed to creep through the woods, and made a habit of visiting the area between lessons with Cazurna.
Strangely, the woods were almost always dead-quiet. They were, as such, a perfect place to go and think or study when needed, but something about the unnatural silence was both worrisome and fascinating to Mossacross. Every time they visited the forest, they'd travel a bit further into the trees, inch-by-inch, until they'd find something new that didn't seem to belong in this otherwise empty, lonesome place. One day, it was what appeared to be the tooth of some strange predator. Another day, a pair of ruffled, decayed feathers from some long-gone bird. The day after that, Moss almost tripped over what could only be a femur... Too large for any forest-bound creature. Of course, they never reported any of their findings to Cazurna, who'd surely find some way to spoil the fun. Slowly but surely, Mossacross would find more and more bones and dropped parts in the forest until, one day, they stumbling upon the epicenter of this strange scattering of corpses and bits of bone; An altar, sitting alone in a dark glade, pulsing with some sort of strange... 'potential', maybe. Though they didn't fully understand the sight, Moss knew that this ''must'' have been what Caz had wanted them to find. They laid their hand on the altar, expecting that a coven of witches or something like that would come out and pronounce Moss a certified witch! Instead... they blacked out.
Waking up, Mossacross found themself at the edge of the forest, just a short walk away from their home, where Cazurna would surely be awaiting their arrival. By their side, however, was the strangest piece to this odd new puzzle; A doll, comprised of simple rags and pins, was held in Mossacrosses hand, only found once the Goblin woke up. Once again, none of this was reported to the mentor, who'd surely steal away Moss's soft new friend if the truth were to come out about how it was found... if that was even the truth.
After their fateful encounter with that altar, Mossacross seemed to become more magically proficient, somehow. They'd 'relay' each of Caz's new lessons every day to their stuffed poppet, who of course never spoke back. The act of sharing these lessons, though... it somehow brought Moss comfort, and helped them remember spells better. The process of performing spell components, be they verbal, somatic, or material, also became easier, somehow... Wishing to see the altar that seemed to bestow this poppet and this talent unto them once more, Moss would occasionally revisit the forest, only to find that the old paths they'd memorized were simply no longer there. No amount of searching would bring Moss back to the altar, and no amount of thinking would bring them a logical answer as to where it could have gone.
Eventually, Moss's curiosity got the better of them. What was this strange new talent? Who's poppet was this, and why did it seem to have some sort of connection to that altar? Cazurna wouldn't be of any help, of course; He'd merely write the occurrences off as some sort of 'worthless vision' and enforce more strict curfews for his mentor. If Moss was going to find answers, they'd have to search elsewhere on their own. Thus, one cold morning, Mossacross packed their bags and reported to their mentor that they'd be traveling abroad to 'study the true nature of magic'. It was a flimsy excuse, but Cazurna didn't seem to mind, and before too long Mossacross was on their way to a city named 'Absalom'...
</div>
=='''<font size="6">Personality</font>'''==
As implied before, Mossacross's personality is in great contrast to their mentor's. They're curious and inattentive, full of energy that's never directed at any single thing for all too long. The wonders of the arcane world and the occult are fascinating to them, and they'll never turn up an opportunity to find something amazing. Impatient, Moss is always ready to do something new, and often uses magic as a form of entertainment when things around them are just a bit too dull.
Moss, raised away from other Goblins, only knows of their kin's greed and violence through stories. Though they believe themself above such petty acts of aggression, Mossacross isn't always a polite little scholar. They are vindictive and cruel to those who'd get in their way or 'oppose' them, unafraid to use their magic to deceive, manipulate, and harm people who'd try to somehow impede their ever-important research. While they're certainly no thief, Moss feels no moral wrong in taking something from someone who wasn't clever enough to keep their items away from the grasp of a curious Goblin.
Feeling slight resentment for their master's set-in-stone ways, Mossacross likes to think that they're more flexible and willing to work with others than Cazurna would have been. They're always willing to learn from others, and think that they're much better off with friends than without. The young Goblin is also usually receptive to the ideas of others, even if they're really bad ideas. Worst case scenario, someone fails and Moss gets a good laugh out of it.
=='''<font size="6">Their Story So Far</font>'''==
'''-To be Determined-'''
=='''<font size="6">Friends and Enemies</font>'''==
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:750px;"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;" |Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;" |
|-
! scope="row" |Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;" |
|}
[[Category:Player Characters]]
[[Category:Characters]]
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656
655
2019-09-02T05:43:43Z
Hyper-HeartBeat
37943947
656
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Mossacross Dire-Dirge|image1 = Mossacross Portrait.PNG|caption1 = "Ah yes, Crime Time. The time for crimes. It's one of my favorite times."|row1 = Despite their external smugness, Mossacross actually has no clue what they're doing at any given moment.|gender = Nonbinary|race = Goblin|class = Gravewalker Witch|alignment = Neutral Evil|deity = N/A|age = 19|height = 3'1"|weight = 33 Lbs|hair = Deep Green|eyes = Topaz Yellow}}
=='''<font size="6">Appearance</font>'''==
With eyes that gleam greedily in the darkness and skin of a strange green hue, it's fairly obvious from a glance that Mossacross Dire-Dirge is a Goblin. Despite this, they're rather well-groomed and well-dressed, and are thus leagues ahead of their less-civilized kin in terms of charisma. Standing almost as tall as an average Gnome, Moss takes great pride in the clean, dark hair that flows freely out from under their wide-brimmed hat.
Though it's nearly impossible to discern Mossacross's gender based on appearance alone (even more so than for other Goblins), their fashion sense is clearly inspired by the hags and witches that occupied many of the Goblin's favorite stories; They're most often fitted in a long dress comprised of thick cloth and a thin, off-pink blouse. A maroon sash lays around their waist, matching the shade of Moss's lovely silk hat.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Born to a clan of Goblinoids in a place far from Absalom, Mossacross was never meant to lead the life of a normal Goblin; Taken from their parents by a wise old Hobgoblin Wizard named Cazurna, the infantile Goblin had been chosen for a greater fate. Growing up under Cazurna's watchful, disciplined gaze, Mossacross would become the wizard's apprentice and learn the ways of arcana from one of Goblin-kind's greatest masters... or, that was the expectation, anyway.
Cazurna, a Hobgoblin, was extremely by the books. He was a rigid-minded scholar of the art of Evocation magic, and saw spellcasting as an important weapon to be wielded only by the most worthy minds. He was honorable, only seeking to fight when he knew that there was glory or worth in the defeat of an opponent. Cazurna possessed a will stronger than granite and a mind sharper than any tool that Goblins or any other race could forge. His student, Mossacross, was... exactly opposite. Their attention span was diminutive, their appreciation for magic as a weapon lacking. Instead, Mossacross gravitated toward obscure, esoteric arts. They fell in love with stories about Hags turning those who defied them into newts and witches laying baleful hexes upon arrogant barons, and they quickly came to crave that sort of power for themself.
Cazurna, impressively patient, believed that his student would come to pass through this 'phase' and would soon turn to a truly honorable appreciation for magic. This time never came, unfortunately; Moss was only interested in the strangest magic, the sorts of magic that Cazurna could not and would not teach. Seeking a clever solution to an otherwise impassable issue, Cazurna decided to send his student out into the woods near their abode to 'seek a real witch'. Of course, the mentor didn't believe that his student would be in any sort of danger, and had ensured well beforehand that everything would be safe in the forest. This mission was merely intended to frighten the young Goblin out of their strange desire to practice occult magic... However, Moss was unfazed by the dark shadows that seemed to creep through the woods, and made a habit of visiting the area between lessons with Cazurna.
Strangely, the woods were almost always dead-quiet. They were, as such, a perfect place to go and think or study when needed, but something about the unnatural silence was both worrisome and fascinating to Mossacross. Every time they visited the forest, they'd travel a bit further into the trees, inch-by-inch, until they'd find something new that didn't seem to belong in this otherwise empty, lonesome place. One day, it was what appeared to be the tooth of some strange predator. Another day, a pair of ruffled, decayed feathers from some long-gone bird. The day after that, Moss almost tripped over what could only be a femur... Too large for any forest-bound creature. Of course, they never reported any of their findings to Cazurna, who'd surely find some way to spoil the fun. Slowly but surely, Mossacross would find more and more bones and dropped parts in the forest until, one day, they stumbling upon the epicenter of this strange scattering of corpses and bits of bone; An altar, sitting alone in a dark glade, pulsing with some sort of strange... 'potential', maybe. Though they didn't fully understand the sight, Moss knew that this ''must'' have been what Caz had wanted them to find. They laid their hand on the altar, expecting that a coven of witches or something like that would come out and pronounce Moss a certified witch! Instead... they blacked out.
Waking up, Mossacross found themself at the edge of the forest, just a short walk away from their home, where Cazurna would surely be awaiting their arrival. By their side, however, was the strangest piece to this odd new puzzle; A doll, comprised of simple rags and pins, was held in Mossacrosses hand, only found once the Goblin woke up. Once again, none of this was reported to the mentor, who'd surely steal away Moss's soft new friend if the truth were to come out about how it was found... if that was even the truth.
After their fateful encounter with that altar, Mossacross seemed to become more magically proficient, somehow. They'd 'relay' each of Caz's new lessons every day to their stuffed poppet, who of course never spoke back. The act of sharing these lessons, though... it somehow brought Moss comfort, and helped them remember spells better. The process of performing spell components, be they verbal, somatic, or material, also became easier, somehow... Wishing to see the altar that seemed to bestow this poppet and this talent unto them once more, Moss would occasionally revisit the forest, only to find that the old paths they'd memorized were simply no longer there. No amount of searching would bring Moss back to the altar, and no amount of thinking would bring them a logical answer as to where it could have gone.
Eventually, Moss's curiosity got the better of them. What was this strange new talent? Who's poppet was this, and why did it seem to have some sort of connection to that altar? Cazurna wouldn't be of any help, of course; He'd merely write the occurrences off as some sort of 'worthless vision' and enforce more strict curfews for his mentor. If Moss was going to find answers, they'd have to search elsewhere on their own. Thus, one cold morning, Mossacross packed their bags and reported to their mentor that they'd be traveling abroad to 'study the true nature of magic'. It was a flimsy excuse, but Cazurna didn't seem to mind, and before too long Mossacross was on their way to a city named 'Absalom'...
</div>
=='''<font size="6">Personality</font>'''==
As implied before, Mossacross's personality is in great contrast to their mentor's. They're curious and inattentive, full of energy that's never directed at any single thing for all too long. The wonders of the arcane world and the occult are fascinating to them, and they'll never turn up an opportunity to find something amazing. Impatient, Moss is always ready to do something new, and often uses magic as a form of entertainment when things around them are just a bit too dull.
Moss, raised away from other Goblins, only knows of their kin's greed and violence through stories. Though they believe themself above such petty acts of aggression, Mossacross isn't always a polite little scholar. They are vindictive and cruel to those who'd get in their way or 'oppose' them, unafraid to use their magic to deceive, manipulate, and harm people who'd try to somehow impede their ever-important research. While they're certainly no thief, Moss feels no moral wrong in taking something from someone who wasn't clever enough to keep their items away from the grasp of a curious Goblin.
Feeling slight resentment for their master's set-in-stone ways, Mossacross likes to think that they're more flexible and willing to work with others than Cazurna would have been. They're always willing to learn from others, and think that they're much better off with friends than without. The young Goblin is also usually receptive to the ideas of others, even if they're really bad ideas. Worst case scenario, someone fails and Moss gets a good laugh out of it.
=='''<font size="6">Their Story So Far</font>'''==
'''-To be Determined-'''
=='''<font size="6">Friends and Enemies</font>'''==
{| class="article-table" border="0" cellspacing="1" cellpadding="1" style="width:750px;"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;" |Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;" |
|-
! scope="row" |Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;" |
|}
[[Category:Player Characters]]
[[Category:Characters]]
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Myr Forestria
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{{Infobox_character|name=Myr Forestria|relatives=Dead|marital=Unmarried|birthDate=Calistril 26|birthPlace=The Morayuki Mountains in Goka|species=Kitsune|gender=Fluid (physically female)|height=5'9|weight=102 lbs|eyes=Purple|image=Myr Forestria.png|aliases=The Autumn Fox}}
Myr was born in Goka, in the distant Morayuki Mountains, under the name of Mirrin Morayuki. She was trained rather heavily martially, mixing her Ki and magic with martial combat in order to create a graceful yet deadly dance. Their family were protectors, though of what she was unaware.
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{{Infobox_character|name=Myr Forestria|relatives=Dead|marital=Unmarried|birthDate=Calistril 26|birthPlace=The Morayuki Mountains in Goka|species=Kitsune|gender=Fluid (physically female)|height=5'9|weight=102 lbs|eyes=Purple|image=Myr Forestria.png|aliases=The Autumn Fox, Elder sign, Timescorcher|affiliation=Absalom}}
Myr was born in Goka, in the distant Morayuki Mountains, under the name of Mirrin Morayuki. She was trained rather heavily martially, mixing her Ki and magic with martial combat in order to create a graceful yet deadly dance. Their family were protectors, though of what she was unaware. Born to the [https://absalom-the-city-of-secrets.fandom.com/wiki/The_Morayuki_Household Morayuki] household, a small family of nobles alotted a small portion of land where their mansion was, she thrived under the traditions and training of her family, until the day her family fell apart.
Now located in her townhouse in the Coins district of Absalom, Myr makes a living off of adventuring and creating magical implements for other adventurers. She often comes off as rather distant toward others, but tends to become very protective of the allies she grows to know, willing to put her life on the line without a moment's hesitation if it would protect her allies.
== Mirrin Morayuki ==
Mirrin (Myr's original name) left home at about the age of 13 after the tragedy at the Morayuki household. She had been out playing in the woods, and came back to a horrific sight. Her mother had changed, somehow. Her physical appearance was horrific in ways, and she had been butchering the entire family. When Myr arrived, the woman turned toward her, still bearing some semblance of a gentle smile that was twisted with some foulness, and tried coaxing young Myr toward her. Fearing for her life, Myr attempted to protect her last remaining siblings, only for them to one by one be cut down before her. In the final moments, Myr managed to drive a blade through her mother, only to simultaneously be stabbed through the chest at the same time. She did not die, however, the wounds somehow barely avoiding anything lethal, and a pair of traveling guards at the time had somehow noticed something was wrong and come just in time to save her life.
She later returned to the mansion, burying her family, before setting out. Where she would go, she was still unsure. The world she knew had been torn asunder around her, and now she barely even knew who she was anymore. She left her family home with nothing but the clothes on her back and her training as a Lingchi Warrior, with the ability to summon an entire field of weapons to work with. It was a defining characteristic for her, and one of the last remnants of who she was as a person.
She went on to become a mercenary for a while, since all she had left to her were her martial and magical skills, before eventually arriving at the City of Absalom, on the Isle of Kortos.
== Absalom and Alleia ==
When Myr first arrived at Absalom, she hadn't really expected to stay long. She had arrived and encountered a young kitsune named Yu, and attempted to give the girl some semblance of a place to stay, but after purchasing the townhouse she still lives in now, the girl vanished. Rather than putting the effort to waste, Myr simply decided to continue living in it. She wasn't entirely sure how or why it happened, but she now had a home in Absalom, and part of her disliked the idea of just moving on now.
On a quest to handle some people stealing magical items from stores, Myr encountered the dragon Alleia. The young silver dragon had been enslaved by the thieves to protect their ill-gotten gains, and after Myr saved her with the help of a few others, instead of pilfering the items left behind, Myr went to report the location to the authorities. It was somewhat out of character for her, but this silver dragon seemed in bad shape, and she wanted to get help for the girl as quickly as possible. This set of actions endeared Alleia to Myr, who asked to stay and protect Myr's home while she was gone. Not quite knowing what to do or how to do it, Myr allowed her to stay.
Soon thereafter, Myr began a habit of making implements. At first, it was simply to empower her own magic, but she realized it was a good way of maintaining gold income. A lot of people needed them. So she began to expound on this further.
[[File:Alleia.png|border|thumb|208x208px|Alleia, thAe Silver Dragon]]
== Homecoming ==
In more recent times Myr had gotten whispers that activity had sparked up at her old mansion. Gathering some allies together, Myr set out to try to figure out what disturbances had occurred that the Morayuki Mansion was active once more. After entering, she found a warped and maligned version of her mother, alive but very unwell and crawling with eldritch energy and tentacles. Horrified at this transformation, she set out to find out just what was going on and find a way of righting it. After having her arm shorn off by one of the aberrations that had appeared in the mansion since she last had been there, it turned out that her blood was needed to open the door forward, and upon chasing after her mother- single armed and weakened to the point of near-death, she sought to find a way to end this once and for all.
What she found was beyond her expectation. A magical prison holding back a horrific eldritch deity known as Ghatanathoa. Her mother sought to open the prison that their family had kept sealed for generations, but with how warped she had become after her death she required the blood of one of the remaining family to unseal it. This is why she had sent out information of the house's activity to Myr, to lure the girl back and use her to re-open the way to the ancient one. With Myr's blood, she could weaken the seals and finally reawaken the eldritch and set it loose upon the world.
In a last-ditch effort, Myr went between the sites of sealing as her allies distracted her mother, one by one re-activating them by summoning her lingchi arena and attempting to use it as a focus to re-seal the eldritch. At the cost of the last shred of who she once was, Myr managed to seal off Ghatanathoa, sacrificing a part of her being to become the elder sign that put it back to sleep as her mother was once more put down and hurled into the infinite abyss of the Dark Tapestry. Forming out of her soul was a gleaming, golden blade of immense power- an artifact known as Shūsa-Kiri.
== Shūsa-Kiri, and Myr; The Elder Sign ==
Shūsa-Kiri, or "Abberation Slayer", is the name of the artifact weapon remaining after Myr sacrificed a portion of herself to maintain the barrier seperating Ghatanathoa from the world. While Myr became an Elder Sign- her right arm re-growing and becoming decked with strange symbols of power, alongside the symbol of the Morayuki household- the blade itself was different. Seemingly capable of warping time around her, the blade is a tiny shred of what once was for her, and something she is now rather attached to. Summonable from the depths of her soul, it doesn't quite operate as a magical item per say. Rather, it's more like an extension of herself, and operates as such. This comes at something of a drawback, however: It's ability to control time is significantly stronger than Myr herself, with a cost. Warping time to the degree Shūsa-Kiri is capable of is draining on the mortal body, causing Myr to slowly be consumed by the strains of time, risking scattering herself as ashes through the aeons to empower herself.
Shūsa-Kiri is a weapon far more powerful than anything Myr has worked with, and to a degree far more powerful than anything she's experienced before, and it seems to only be growing in strength. This not only grants Myr a powerful weapon with which she can fight, but also the powers and strengths of an elder sign at her disposal, able to manipulate and control that power to great effect against evil outsiders and aberrations.
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Nai Soguwa
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<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">
== Dame Caecilia Ocellus ==
https://vignette.wikia.nocookie.net/absalom-the-city-of-secrets/images/e/e8/Caecilia_Portrait.png/revision/latest/scale-to-width-down/310?cb=20200222120356
<section class="pi-item pi-group pi-border-color">
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="aliases">
=== Aliases ===
<div class="pi-data-value pi-font">CeCe</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="relatives">
=== Relatives ===
<div class="pi-data-value pi-font">Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)
</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="affiliation">
=== Affiliation ===
<div class="pi-data-value pi-font">House Morilla (Absalom/Taldor Noble House)
The Sovereign Court
</div>
</div>
</section>
<section class="pi-item pi-group pi-border-color">
== Biographical information ==
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="marital">
=== Marital status ===
<div class="pi-data-value pi-font">Single</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="birthDate">
=== Date of birth ===
<div class="pi-data-value pi-font">Desnus 29th</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="birthPlace">
=== Place of birth ===
<div class="pi-data-value pi-font">Oppara, Taldor</div>
</div>
</section>
<section class="pi-item pi-group pi-border-color">
== Physical description ==
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="species">
=== Species ===
<div class="pi-data-value pi-font">Human</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="gender">
=== Gender ===
<div class="pi-data-value pi-font">Feminine</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="height">
=== Height ===
<div class="pi-data-value pi-font">6'2"</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="weight">
=== Weight ===
<div class="pi-data-value pi-font">Athletic</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="eyes">
=== Eye color ===
<div class="pi-data-value pi-font">Blue</div>
</div>
</section>
</aside>
=='''''Histor'''''y==
==='''''First Part'''''===
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppara, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
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<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppara, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}<aside class="portable-infobox pi-background pi-europa pi-theme-wikia pi-layout-default">
== Dame Caecilia Ocellus ==
https://vignette.wikia.nocookie.net/absalom-the-city-of-secrets/images/e/e8/Caecilia_Portrait.png/revision/latest/scale-to-width-down/310?cb=20200222120356
<section class="pi-item pi-group pi-border-color">
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="aliases">
=== Aliases ===
<div class="pi-data-value pi-font">CeCe</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="relatives">
=== Relatives ===
<div class="pi-data-value pi-font">Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)
</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="affiliation">
=== Affiliation ===
<div class="pi-data-value pi-font">House Morilla (Absalom/Taldor Noble House)
The Sovereign Court
</div>
</div>
</section>
<section class="pi-item pi-group pi-border-color">
== Biographical information ==
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="marital">
=== Marital status ===
<div class="pi-data-value pi-font">Single</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="birthDate">
=== Date of birth ===
<div class="pi-data-value pi-font">Desnus 29th</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="birthPlace">
=== Place of birth ===
<div class="pi-data-value pi-font">Oppara, Taldor</div>
</div>
</section>
<section class="pi-item pi-group pi-border-color">
== Physical description ==
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="species">
=== Species ===
<div class="pi-data-value pi-font">Human</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="gender">
=== Gender ===
<div class="pi-data-value pi-font">Feminine</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="height">
=== Height ===
<div class="pi-data-value pi-font">6'2"</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="weight">
=== Weight ===
<div class="pi-data-value pi-font">Athletic</div>
</div>
<div class="pi-item pi-data pi-item-spacing pi-border-color" data-source="eyes">
=== Eye color ===
<div class="pi-data-value pi-font">Blue</div>
</div>
</section>
</aside>
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{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppara, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Caelius_Ocellus.jpg]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Gloriana_Morilla.jpg]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging weapon of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
''Caecilia stands at six feet and two inches tall, with long raven hair that reaches down past her butt, gazing at the world with brilliant blue eyes. A soft, fair complexion that is marked with a myriad of red tattoos upon her shoulders and her back, she is built upon an athletic, sturdy frame befitting a soldier. She has no piercings of note.''
[[File:Caecilia Full Body.png|centre|thumb|1243x1243px|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Caecilia_Full_Body.png]]
== '''''Personality''''' ==
''Slow to trust, cold upon initial meeting. However, she will be fiercely loyal to friends or those who wish to aid her goals. She can come off as a little strange, usually preferring to be alone with a book, or off training. She enjoys soft, relaxing music. She dislikes spicy food or obnoxious entities.''
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
''CeCe hopes to win favor from the courts once again, making up for the incident that resulted in her twin brother's death.''<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section><section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
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1015
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{{Infobox_character|name = Dame Caecilia Ocellus|image = Caecilia_Portrait.png|imagecaption = "Death before dishonor. Duty above all else. A knight should obey, without question. But, I'm just a human..."|aliases = CeCe|relatives = Father: Augustus Ocellus
Mother: Zavia Ocellus
Brother: Caelius Ocellus (Dead)|affiliation = House Morilla (Absalom/Taldor Noble House)
The Sovereign Court|marital = Single|birthDate = Desnus 29th|birthPlace = Oppara, Taldor|species = Human|gender = Feminine|height = 6'2"|weight = Athletic|eyes = Blue}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Caelius_Ocellus.jpg]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Gloriana_Morilla.jpg]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging weapon of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section><section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
cerfcsv1veftr5fh4yqc0dcm41iutap
1017
1015
2020-02-26T20:45:01Z
Vilis16
45123390
/* Aspirations */
1017
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''The Strange Child'''''===
''Born to low-nobility, and brought up among the wealthy and priviledged in Taldor, a woman of remarkable beauty, but also renowned for her skills with the blade. While most of her life was spent around the courts, learning etiquette and finery, her true passions draw her towards the battlefield. Along with her brother, the Ocellus twins joined the ranks of Taldor's recognized knights as squires at an early age and worked together to achieve Knighthood all their own.''
[[File:Caelius Ocellus.jpg|left|thumb|178x178px|Caelius Ocellus|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Caelius_Ocellus.jpg]]
''Always the tomboy, Caecilia chased her brother around endlessly, and the two made a pact to always be by each others' side. When CeCe started to learn of her abilities as a median, speaking with the deceased and being able to see spirits, it was Caelius that helped her hide these powers from their peers, working with her to suppress her abilities from the scrutinizing judgement of fellow nobles. She didn't quite fit with them already, and her brother would often tease her that she had more friends among the dead than the living.''
''During an outing along the border between Taldor and Qadira, the twins were set upon by soldiers claiming their patrol had strayed too far into Qadiran territory. What started as heated argument turned into violence when CeCe's scathing tongue unleashed an ill-timed threat upon one of the foreign nation's party. The resulting skirmish resulted in Caecelia being heavily wounded, and several members of their cadre dead. Her brother was mortally wounded, and dragged off by the Qadiran soldiers, while Caecelia was left to die. Only by virtue of a passing trading caravan that showed the young knight mercy, did CeCe walk away from the ordeal with her life.''
''Back in Taldor, the young dame insisted on charging into Qadira to reclaim her brother, or at least his corpse. Endless days screaming and crying among her family and their affiliates, trying to rally them to her cause. All was for naught. The damage she had caused was bad enough, and they simply couldn't risk another sleight that could result in yet another bloody, massive war with their southern neighbor. In the end, CeCe sat broken and defeated, face in her hands, weeping over her lost twin.''
''A few weeks later, the question on whether or not young Caelius still lived had been answered in a show of macabre defiance. Her twin brother's severed head, delivered in a box by courier, with a note stating that any further hostilities would be met with the annulment of their peace treaty. Caecilia was mortified, and with no way to exact her revenge without the backing of her House, she turned to alcohol, losing herself within a bottle. ''
[[File:Gloriana Morilla.jpg|thumb|285x285px|Lady Gloriana Morella|link=https://absalom-the-city-of-secrets.fandom.com/wiki/File:Gloriana_Morilla.jpg]]
''After some time, a visitor came to call at the Ocellus house. None other than the Lady Gloriana Morilla herself, to discuss some needs she wished of them. Hearing of a young knight who had lost her purpose and nearly erupted a war between nations, Lady Gloriana requested an audience with Caecelia to explain her secret project, The Sovereign Court. She would redeem herself of the follies performed upon the Qadiran border by participating in the Court's desire to unite all nobility across the Inner Sea, and usher forth a new Empire. She needed young low-nobles like CeCe to seek out others, make friends and alliances, and pull them into the fold. What she offered for the woman's participation was complete amnesty of her actions. Still grief stricken and quite inebriated , the young woman initially refused, turning the woman away to the horror of her parents.''
==='''''The Birth of a Phantom Blade'''''===
''Late one night, in a drunken stupor, Caecilia began to toss and turn. A cold chill ran over her skin, and she was suddenly jolted awake. Throughout the following day, she was convinced she had finally drank herself mad. She was being haunted by glimpses of her brother walking among the halls of the house, following her down corridors, and even when she went to take a bath, to try and rinse the unsettling feeling away, after filling the tub she was left to scream as she insisted, being held by the house servants who had reacted to the sudden exclamation, that she had seen her brother's visage in the bath water.''
''Not knowing what else to do, her father and mother ordered their daughter to be under constant watch and confined to her quarters until further notice. It was on this night, that Caelius decided to make his presence known, for sure. As CeCe sat in bed, clutching her knees to her chest, rocking in an attempt to soothe her nerves, her brother manifested as a ghost and spoke to her. He reminded her of their pact to change the world together, side by side. Even in his death, did he refuse to break his oath. His essence surged forth, seeping into her being, absorbing into her very mind, and in that moment did she call forth his spirit as a raging weapon of ectoplasmic energy.''
=== '''''An Offer Reconcidered''''' ===
''Caecilia begged for an audience once more with the Lady Morilla, and was granted such. She pleaded for forgiveness, and offered her services to help her with her plight. Lady Gloriana granted such, and CeCe was given her first assignment from The Sovereign Court. She was to head to Absalom. The details of her assignment would be made clear once she arrived. Armed with her regained resolve, her wits, and now her brothers spirit infused with her very own, the young knight set off to the City of Secrets with redemption as her goal.''
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section><section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
r78zpfaprx56kw28qxeiqjxjc5aod2x
1018
1017
2020-02-26T20:45:46Z
Vilis16
45123390
1018
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section><section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
<section class="pi-item pi-group pi-border-color"></section>
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1019
1018
2020-02-26T20:46:42Z
Vilis16
45123390
1019
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1020
1019
2020-02-26T20:47:43Z
Vilis16
45123390
/* History */
1020
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
==='''''Second Part'''''===
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1021
1020
2020-02-26T20:50:51Z
Vilis16
45123390
1021
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1022
1021
2020-02-26T20:54:42Z
Vilis16
45123390
/* Appearance */
1022
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|2000x2000px]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
m782uou1gg9ysvjwjya9li9vqox4ocw
1023
1022
2020-02-26T20:55:53Z
Vilis16
45123390
1023
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna (Azur Lane).jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Purple}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1025
1023
2020-02-26T20:59:52Z
Vilis16
45123390
1025
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
h0browsb5ka60vgrucs0vqehx2mwxkw
1026
1025
2020-02-26T21:02:20Z
Vilis16
45123390
/* First Part */
1026
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
==== '''''Second Part''''' ====
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1027
1026
2020-02-26T21:02:34Z
Vilis16
45123390
/* Second Part */
1027
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
h0browsb5ka60vgrucs0vqehx2mwxkw
1028
1027
2020-02-26T21:03:11Z
Vilis16
45123390
1028
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
Haha
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1029
1028
2020-02-26T21:03:42Z
Vilis16
45123390
/* First Part */
1029
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Second Part''''' ===
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
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1030
1029
2020-02-26T21:04:51Z
Vilis16
45123390
/* Second Part */
1030
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
h0browsb5ka60vgrucs0vqehx2mwxkw
1031
1030
2020-02-26T21:06:44Z
Vilis16
45123390
/* History */
1031
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = Fill blank|aliases = |relatives = |affiliation = |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''None to date.''
== '''''Enemies''''' ==
''None to date.''
== '''''Aspirations''''' ==
4rscybrh4pm6ste24e16qwuqi9xoaz9
1032
1031
2020-02-26T21:20:46Z
Vilis16
45123390
/* Friends/Allies */
1032
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|aliases = |relatives =Both parents are deceased. |affiliation =Dojo challenger |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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1033
1032
2020-02-26T21:47:03Z
Vilis16
45123390
1033
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|aliases = |relatives =Both parents are deceased. |occupation =Dojo Challenger |marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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1034
1033
2020-02-26T21:48:45Z
Vilis16
45123390
1034
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Both parents are deceased.|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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2020-02-26T22:00:39Z
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45123390
/* Friends/Allies */
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text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Both parents are deceased.|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
''Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.''[[File:Haruna (Azur Lane).jpg|thumb|800x800px|centre]]
== '''''Personality''''' ==
''Trust issues?''
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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2020-02-26T22:16:42Z
Vilis16
45123390
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text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Both parents are deceased.|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
''Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.''[[File:Haruna (Azur Lane).jpg|thumb|1189x1189px|centre]]
== '''''Personality''''' ==
''Trust issues?''
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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2020-02-27T19:58:51Z
Vilis16
45123390
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wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''''Histor'''''y==
==='''''First Part'''''===
''Start''
=== '''''Test''''' ===
== '''''Appearance''''' ==
''Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.''[[File:Haruna (Azur Lane).jpg|thumb|1189x1189px|centre]]
== '''''Personality''''' ==
''Trust issues?''
== '''''Friends/Allies''''' ==
''Her sword.''
== '''''Enemies''''' ==
''Practically everyone.''
== '''''Aspirations''''' ==
''Finding a man worthy enough to be her husband.''
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1037
2020-02-27T21:57:25Z
Vilis16
45123390
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wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda, was a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1189x1189px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1038
2020-02-27T22:39:43Z
Vilis16
45123390
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wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = Dojo Challenger|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda, was a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of their jobs.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1189x1189px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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2020-02-28T15:48:56Z
Vilis16
45123390
1040
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5''|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1189x1189px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1040
2020-02-28T16:22:39Z
Vilis16
45123390
1041
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1042
1041
2020-02-28T16:35:05Z
Vilis16
45123390
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wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the quota to be met. If she didn't bring back enough money, they beat her for a minute for every gold piece she failed to make.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1043
1042
2020-02-28T21:14:52Z
Vilis16
45123390
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wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the quota to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. Whenever she didn't bring back enough money, they beat her for a minute for every gold piece she failed to make.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1044
1043
2020-02-29T12:13:58Z
Vilis16
45123390
1044
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1045
1044
2020-02-29T13:45:50Z
Vilis16
45123390
1045
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
0am2m98b649wnhyy2hamaltdsczlrwd
1046
1045
2020-02-29T15:22:08Z
Vilis16
45123390
1046
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyoneΩin its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she stabbed the person keeping an eye on her and ran as fast as she could
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
do6qiz6fqet8qxvvo1fia22s0tbzu5h
1047
1046
2020-02-29T15:26:38Z
Vilis16
45123390
1047
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyoneΩin its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
qkj9lll40opdjvss67prlcwkth0emgr
1048
1047
2020-02-29T15:28:40Z
Vilis16
45123390
1048
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyone—in its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Trust issues?
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
p6zq4n3gzuhv82kmfl8164j7ztzc8kl
1049
1048
2020-02-29T17:24:37Z
Vilis16
45123390
/* Personality */
1049
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyone—in its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
orqkobe5hd7q5mpwzhl6ki7etb6ywk6
1050
1049
2020-02-29T18:35:59Z
Vilis16
45123390
/* Personality */
1050
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyone—in its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Nai is a woman with a short fuse
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
0ymykvnvnnyr5i21tux8q337o4pb48g
1051
1050
2020-03-01T13:12:27Z
Vilis16
45123390
/* Personality */
1051
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyone—in its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Nai's childhood abuse has made it difficult for her to easily trust people. She's also had to bottle up her anger for so long, she can snap at the drop of a hat.
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1054
1051
2020-03-01T15:42:46Z
Vilis16
45123390
/* Personality */
1054
wikitext
text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, Ginryuu, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword meant to cut anything—or anyone—in its wielder's path. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Nai's childhood abuse has made it difficult for her to easily trust people. She is really cautious around anyone she meets and only opens up to them after confirming their intentions. Even then, she prefers to keep information about her past a secret and avoids any conversations that could bring it up.
She's also had to bottle up her anger for so long, she can snap at the drop of a hat. The smallest insult or attempt to get in her way can be met with a swing of her blade. However, she never attacks people unprovoked and doesn't involve innocent bystanders in her fights.
But underneath the tough exterior, one can find a sweet and considerate girl. She is a good listener and can empathize with others' struggles, seeing how she's been through a lot herself. All she really wants is to find somewhere to belong and people who genuinely care about her as much as she does for them.
== '''Friends/Allies''' ==
Her sword, Ginryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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1055
1054
2020-03-01T18:07:30Z
Vilis16
45123390
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text/x-wiki
{{Infobox_character|name = Nai Soguwa|image = Haruna.jpg|imagecaption = "A sword is all you need."|relatives = Father: Gin Soguwa (Deceased)
Mother: Nagare Soguwa (Deceased)|affiliation = The Shirogane Yakuza's lackey (former)
Dojo Challenger (current)|marital = Single|birthDate = Abadius 7th|birthPlace = Oda, Minkai|species = Tiefling|gender = Female|height = 5'5"|weight = 130 lbs|eyes = Red}}
=='''Histor'''y==
Many admire the land of Minkai for its unique culture and unusual weaponry, but reality can often be disappointing. Nai was born in the capital of the Oda province of Minkai, perhaps the worst place to bring up a child in across the entire empire. The crime running abundant in Oda made it a terrible environment to grow up in, but it was still home.
Nai's mother was a dancer, a street performer who tried to earn a few coins from the passerby. Her father was a a sellsword who risked his life to take out dangerous monsters and other fiends. Or so she was told. In truth, her parents were both members of the local Shirogane yakuza. Her mother was an informant who used her performances as cover, while her father was a bodyguard who got his hands dirty when needed. Their race, combined with her parents' occupations got them a lot of enemies, though Nai only thought it was because of the former.
Growing up, Nai looked up to her parents and learned a lot of things from both of them. She often went to watch her mother's performances and picked up a few of her moves, while her father taught her how to handle a sword. "Just in case," he said. Nai naively thought he wanted her to have the option of following in his footsteps one day. In truth, he simply wanted his daughter to be able to fend for herself in case anything ever happened to him. No, not "if", but rather "when"...
As one might imagine, working for the yakuza came with all sorts of danger. In one of their many skirmishes with their rival families, Nai's parents lost their lives before she was even old enough to be considered an adult by human standards. The details evade her to this day, but she was probably better off not knowing anyway. Any attempts at revenge would likely lead to her death. Their only possession she could salvage was her father's prized sword, and that was only because he didn't bring it with him for some strange reason. And even more bizarre was the fact that its blade was completely dull, to the point it couldn't even cut through paper.
The girl was devastated, and worst of all, she had no family to turn to. The Shirogane yakuza's boss took this opportunity to make Nai one of his underlings, though her living conditions were closer to slavery than employment. Her room was barely the size of a prison cell and outfitted like one. The bed was hard and cold, there were no windows, it was dirty enough to be infested with cockroaches and vermin, the bathroom was better left unmentioned, and the door was always locked from the outside. Her meals were enough for her to survive, but tasted worse than the dirt she walked on. Her clothes were mere rags, and no one really treated her like an equal. The only personal possession she was allowed was her sword—since she couldn't hurt anyone with it—and she hugged it to bed every night.
Nai's job mainly involved selling drugs to whoever she could. Men, women, the elderly, children, it made no difference. All her boss wanted from her was the daily quota of a hundred gold pieces to be met. Her ability to talk telepathically to people she is in contact with helped her be a little discreet about it, but he still asked too much of her. For every gold piece she failed to make, she was beat once. It got to the point where she got several scars on places normally covered by clothing, like her back or upper arms. She tried to escape from them several times, but all it got her was more abuse. The yakuza had eyes all over the city and easily tracked her wherever she went. With no means to fight back, she was captured every single time.
The day things took a turn for the better was, ironically, when she returned without a single coin on her. The boss went ballistic and had her beaten bloody, then tossed to her room and locked up. As she lay there hugging her sword for comfort, a few drops of blood fell onto the blade and soaked through it. The blade shone in a dim, silver light as it transformed into a sharp sword with the name "Doryuu" engraved on it. Nai kept the fact secret from everyone around her and waited patiently until she was let out of her room again. As soon as she was forced into the streets to work again, she waited until they were in a deserted alleyway, stabbed the person keeping an eye on her, then ran as fast as she could. By the time anyone caught on, she was long out of the city. With nowhere to call home, she headed for a city large enough that no one could realistically track her down: Absalom.
== '''Appearance''' ==
Nai is a petite woman of short stature. She has fair skin, striking red eyes, and a distinct pair of horns growing on either side of her head. Her clothing is light to allow for freedom of movement and compliments her figure.[[File:Haruna (Azur Lane).jpg|thumb|1215x1215px|centre]]
== '''Personality''' ==
Nai's childhood abuse has made it difficult for her to easily trust people. She is really cautious around anyone she meets and only opens up to them after confirming their intentions. Even then, she prefers to keep information about her past a secret and avoids any conversations that could bring it up.
She's also had to bottle up her anger for so long, she can snap at the drop of a hat. The smallest insult or attempt to get in her way can be met with a swing of her blade. However, she never attacks people unprovoked and doesn't involve innocent bystanders in her fights.
But underneath the tough exterior, one can find a sweet and considerate girl. She is a good listener and can empathize with others' struggles, seeing how she's been through a lot herself. All she really wants is to find somewhere to belong and people who genuinely care about her as much as she does for them.
== '''Friends/Allies''' ==
Her sword, Doryuu.
== '''Enemies''' ==
Practically everyone.
== '''Aspirations''' ==
Finding a man worthy enough to be her husband.
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Nanami Sato
0
581
1183
2020-05-09T03:41:11Z
Moththewinged
45733984
Created page with "''"I will find them, no matter what it takes."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac..."
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''"I will find them, no matter what it takes."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac9b73bc0df7e96c0d3c3866ca.png|gender = Female|race = Kitsune|class = Arcanist/Technitian|alignment = Neutral Good|age = 19|height = 5'7"/171cm|weight = 120|hair = blond|eyes = Purple}}
[[Category:Personal History]]
[[Category:Personality]]
[[Category:Friends/Connections]]
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2020-05-09T03:41:54Z
Moththewinged
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''"I will find them, no matter what it takes."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac9b73bc0df7e96c0d3c3866ca.png|gender = Female|race = Kitsune|class = Arcanist/Technitian|alignment = Neutral Good|age = 19|height = 5'7"/171cm|weight = 120|hair = blond|eyes = Purple}}
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2020-05-09T04:17:02Z
Moththewinged
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''"I will find them, no matter what it takes."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac9b73bc0df7e96c0d3c3866ca.png|gender = Female|race = Kitsune|class = Arcanist/Technitian|alignment = Neutral Good|age = 19|height = 5'7"/171cm|weight = 120|hair = blond|eyes = Purple}}
== Appearance ==
Nanami is a plain-looking girl, with what she considers average fashion taste. Her short hair curls and coils from her head, usually tied up in a traditional bun. Everything about her physical appearance gives the impression she hails from Tian Xia- specifically Minkai. Her hair is a golden blond, and her ears and tail are tipped with black. However, her plain, waifish physicality is marked with strangeness.
In her eyes are the darkened outlines of gears, ticking around her pupils. Whenever she stretches, and whenever she's hurt, the sounds of metal creaking and reflecting blows can be heard, yet she is still composed of flesh. The strange changes to her body can be explained by some sort of magical heritage in her blood.
== Personal History ==
== Personality ==
Restless and adventurous to the highest degree, Nanami hungers deeply for fascinating views and spectacular findings. With a glimmer of deep intelligence in her eyes, she is always fascinated by new sights and new things to explore, as well as new inventions to try out.
Nanami can best be described, in most social situations, as sheepish and withdrawn. She is by no means socially inactive, still seeking conversation, but she lacks much confidence in her abilities and dealing with people. Given her sheltered and traumatic upbringing, she doesn't have much experience with the dealings of normal folk. As such, she isn't used to the bustle of Absalom, and the sentiment that she will never be isn't entirely unbased.
This sheepish demeanor takes a huge flip once placed into a dungeon, however, presenting a more confident, though still cautious, side of herself.
Her passion for dungeoneering, exploration, and tinkering show greatly in how she speaks, and it isn't hard to get her to rattle off about her latest creation or experiment, or the few explorations she's had.
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1185
2020-05-09T04:22:23Z
Moththewinged
45733984
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''"I will find them, no matter what it takes."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac9b73bc0df7e96c0d3c3866ca.png|gender = Female|race = Kitsune|class = Arcanist/Technitian|alignment = Neutral Good|age = 19|height = 5'7"/171cm|weight = 120|hair = blond|eyes = Purple}}
== Appearance ==
Nanami is a plain-looking girl, with what she considers average fashion taste. Her short hair curls and coils from her head, usually tied up in a traditional bun. Everything about her physical appearance gives the impression she hails from Tian Xia- specifically Minkai. Her hair is a golden blond, and her ears and tail are tipped with black. However, her plain, waifish physicality is marked with strangeness.
In her eyes are the darkened outlines of gears, ticking around her pupils. Whenever she stretches, and whenever she's hurt, the sounds of metal creaking and reflecting blows can be heard, yet she is still composed of flesh. The strange changes to her body can be explained by some sort of magical heritage in her blood.
== Personal History ==
== Personality ==
''"Please cover up that mirror."''
Restless and adventurous to the highest degree, Nanami hungers deeply for fascinating views and spectacular findings. With a glimmer of deep intelligence in her eyes, she is always fascinated by new sights and new things to explore, as well as new inventions to try out.
Nanami can best be described, in most social situations, as sheepish and withdrawn. She is by no means socially inactive, still seeking conversation, but she lacks much confidence in her abilities and dealing with people. Given her sheltered and traumatic upbringing, she doesn't have much experience with the dealings of normal folk. As such, she isn't used to the bustle of Absalom, and the sentiment that she will never be isn't entirely unbased.
This sheepish demeanor takes a huge flip once placed into a dungeon, however, presenting a more confident, though still cautious, side of herself. In this state, there almost seems to be nothing that can deter her. Nothing, except a simple mirror. For some undisclosed reason, she displays an acute phobia of mirrors. Her eyes are always on the lookout for them, and she will go to great lengths to avoid being caught in the reflection of a mirror, as though she is hiding something.
Her passion for dungeoneering, exploration, and tinkering show greatly in how she speaks, and it isn't hard to get her to rattle off about her latest creation or experiment, or the few explorations she's had.
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2020-05-09T04:28:55Z
Moththewinged
45733984
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''"Treat your tools well and they shall never fail you."''{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Nanami Sato|image1 = Original drawn by mizuyoukan mikususannda cbef72ac9b73bc0df7e96c0d3c3866ca.png|gender = Female|race = Kitsune|class = Arcanist/Technitian|alignment = Neutral Good|age = 19|height = 5'7"/171cm|weight = 120|hair = blond|eyes = Purple}}
== Appearance ==
''"I'm just a girl. There's nothing special about me."''
Nanami is a plain-looking girl, with what she considers average fashion taste. Her short hair curls and coils from her head, usually tied up in a traditional bun. Everything about her physical appearance gives the impression she hails from Tian Xia- specifically Minkai. Her hair is a golden blond, and her ears and tail are tipped with black. However, her plain, waifish physicality is marked with strangeness.
In her eyes are the darkened outlines of gears, ticking around her pupils. Whenever she stretches, and whenever she's hurt, the sounds of metal creaking and reflecting blows can be heard, yet she is still composed of flesh. The strange changes to her body can be explained by some sort of magical heritage in her blood.
== Personal History ==
''"I will find them, no matter what it takes."''
== Personality ==
''"Please cover up that mirror."''
Restless and adventurous to the highest degree, Nanami hungers deeply for fascinating views and spectacular findings. With a glimmer of deep intelligence in her eyes, she is always fascinated by new sights and new things to explore, as well as new inventions to try out.
Nanami can best be described, in most social situations, as sheepish and withdrawn. She is by no means socially inactive, still seeking conversation, but she lacks much confidence in her abilities and dealing with people. Given her sheltered and traumatic upbringing, she doesn't have much experience with the dealings of normal folk. As such, she isn't used to the bustle of Absalom, and the sentiment that she will never be isn't entirely unbased.
This sheepish demeanor takes a huge flip once placed into a dungeon, however, presenting a more confident, though still cautious, side of herself. In this state, there almost seems to be nothing that can deter her. Nothing, except a simple mirror. For some undisclosed reason, she displays an acute phobia of mirrors. Her eyes are always on the lookout for them, and she will go to great lengths to avoid being caught in the reflection of a mirror, as though she is hiding something.
Her passion for dungeoneering, exploration, and tinkering show greatly in how she speaks, and it isn't hard to get her to rattle off about her latest creation or experiment, or the few explorations she's had.
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Nathaera Dynn
0
160
276
2018-11-25T14:08:10Z
BlooberryPi
36965422
Made the bio.
276
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Nathaera Dynn|image1 = Firefox 2018-11-24 12-56-10.png|gender = Female|race = Drider|class = Word Witch Deep Walker|alignment = Chaotic Good|deity = Desna|age = 124|height = 7'3|weight = 233 lbs.|hair = Light Grey|eyes = Dark Yellow}}
=='''<font size="6">Backstory</font> '''==
Nathaera Dynn is a drider deep from within the darklands, a recent arrival to the city of absalom and the general surface of the world in her times however. Twisted and changed by the drow's terrible alchemical process of warping drow flesh into a creature known as a drider. Before the process she had been quite headstrong in her beliefs that what the drow were doing were quite wrong, at times stepping too far in her place underneath the drow nobles and finding herself punished to be transformed into one of these mutated creatures.
Though her thoughts in driders before had once stood strong, them being hideous creatures that were punished rightly by the drow nobles and houses, once she was subject to the process and changed into an aberration, she had learned quite a bit just how terrible the drow can be in their ruthlessness. Though over time acting as guardians for various drow that so much wanted to say they were above her, she took her chance one faithful moment to escape from the city she was held in, fleeing to the depths of Sekamina in search of greater things.
In her time fleeing from the drow-built city and the settlements of duergar and other threats she had learned quite a bit within the depths of the world. She seemed almost drawn to the words of creation, those that created the tunnels and world around her, reaching out to herself and within to aid her in getting out of the terrible darklands. Her attachment to the fey seemed to bolster her abilities in creation, with small steps able to softly alter the world around her, before soon being able to cave in entire paths behind her in extreme situations of stress and necessity.
=== Finding The Surface ===
After some time, wandering in the depths and aiming to just go as far up as she can, she had run into plenty of creatures in the darklands and Sekamina of the depths, learning more of how to adapt to the aberrant creatures. One thing she did not expect to run into however was a small encampment and tribe of similar driders that had escaped from the clutches of nearby Drow settlements. Here she was able to finally lie down for safety and rest within a group of similar people. The settlement itself had the simple name of Orana within the group of drider that lived there, though along with a few other drow that had assisted others in rebellion, this is where Nathaera properly adjusted to the kindness of others and dulled her distaste for the other drow around her. Though still hesistant to make friends, she did grow fond with the group, helping her fine tune her talents in magic and skills in fighting, along with scavenging goods from other lost adventuring parties that had been found passing through the darklands.
Eventually she grew weary, and with the help of a few other driders she had began to make her way further up from Sekamina, into the final stretch of her journey in Nar-voth. Here, though with weaker creatures, she had a few runins with more adventurous types that had been unfortunate in getting in her way. Though offering peace at most circumstances for a sacrifice of a piece of protection or a weapon to assist her further in her escape, she never truly threatened others within a group unless they were the ones to begin conflict. Through these groups of people she was able to gather a very well set arsenal of items and decent amount of gold.
After plenty of days of travel, she had found herself on the edge of a cave entrance, sunlight beaming through for the first time, eyes blinding and adjusting to the brightness of the sun above. After likely years of fighting through the world beneath, with the help of many allies found in that time, she had made her way above, to begin a proper new chapter of her life with the unknowing fate of the darklands behind her.
=='''<font size="6">Story So Far</font> '''==
She has yet to properly step within the confines of Absalom, though she has been reluctant in doing so.
=='''<font size="6">Appearance</font>'''==
Nathaera is a 7'3 tall drider, though the skin of her main humanoid form is a paler blue-ish grey. Her hair is cut short in the front and pulled back into a long ponytail behind her. She is usually seen wearing a simple spider-silken bodysuit, altered to have a slightly silver sheen to the armor itself, cutting off at the point of her body that leads into the large spider-like taur appearance. A smooth, black arachnid thorax and legs, painted along the top of the large spider-like abdomen with what appears to be a purple butterfly.
Slung around her back is a crossbow, along with a morningstar made of a light green-ish silver attached to her side next to a larger, heavy mace made with dwarven style in mind. She is usually seen with a small satchel strapped around her upper body as well, carrying various items of use and a small quiver along with the crossbow, filled to the brim with necessary bolts.
==<font size="6">Personality Traits</font>==
Nathaera has a very hesitant personality, though being naturally strong as a drider she is hesitant to act against those that may even be threatening her. She believes in making ends meet and will do what is necessary to survive as long as it's not an out right evil action she would be needed to take. She enjoys talking to others and learning about the cultures of various peoples, being completely new to the surface herself, she knows most only about the darklands and the creatures that reside there. She has a heavy dislike for drow, and a lesser so distaste of those with dwarven blood, or at the least Duergar.
With her time in the tribe in Sekamina, she had begun to use her skill of creating materials from thin air and other objects to learn how to create clothing and tailoring. A small skill for relieving stress and focusing on the dedicated creation of an item she could easily give to someone else that truly needs them, or just selling such a skill for gold.
She is extremely fond of the wilds and fey, attributing her abilities to the creatures that make wildlife their home.
==<font size="6">Friends/Enemies</font>==
None yet.
aebicvbdiah8csucar8ck2bkbt1i5aw
277
276
2018-11-25T14:16:06Z
BlooberryPi
36965422
277
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Nathaera Dynn|image1 = Firefox 2018-11-24 12-56-10.png|gender = Female|race = Drider|class = Word Witch Deep Walker|alignment = Chaotic Good|deity = Desna|age = 124|height = 7'3|weight = 265 lbs.|hair = Light Grey|eyes = Dark Yellow}}
=='''<font size="6">Backstory</font> '''==
Nathaera Dynn is a drider deep from within the darklands, a recent arrival to the city of absalom and the general surface of the world in her times however. Twisted and changed by the drow's terrible alchemical process of warping drow flesh into a creature known as a drider. Before the process she had been quite headstrong in her beliefs that what the drow were doing were quite wrong, at times stepping too far in her place underneath the drow nobles and finding herself punished to be transformed into one of these mutated creatures.
Though her thoughts in driders before had once stood strong, them being hideous creatures that were punished rightly by the drow nobles and houses, once she was subject to the process and changed into an aberration, she had learned quite a bit just how terrible the drow can be in their ruthlessness. Though over time acting as guardians for various drow that so much wanted to say they were above her, she took her chance one faithful moment to escape from the city she was held in, fleeing to the depths of Sekamina in search of greater things.
In her time fleeing from the drow-built city and the settlements of duergar and other threats she had learned quite a bit within the depths of the world. She seemed almost drawn to the words of creation, those that created the tunnels and world around her, reaching out to herself and within to aid her in getting out of the terrible darklands. Her attachment to the fey seemed to bolster her abilities in creation, with small steps able to softly alter the world around her, before soon being able to cave in entire paths behind her in extreme situations of stress and necessity.
=== Finding The Surface ===
After some time, wandering in the depths and aiming to just go as far up as she can, she had run into plenty of creatures in the darklands and Sekamina of the depths, learning more of how to adapt to the aberrant creatures. One thing she did not expect to run into however was a small encampment and tribe of similar driders that had escaped from the clutches of nearby Drow settlements. Here she was able to finally lie down for safety and rest within a group of similar people. The settlement itself had the simple name of Orana within the group of drider that lived there, though along with a few other drow that had assisted others in rebellion, this is where Nathaera properly adjusted to the kindness of others and dulled her distaste for the other drow around her. Though still hesistant to make friends, she did grow fond with the group, helping her fine tune her talents in magic and skills in fighting, along with scavenging goods from other lost adventuring parties that had been found passing through the darklands.
Eventually she grew weary, and with the help of a few other driders she had began to make her way further up from Sekamina, into the final stretch of her journey in Nar-voth. Here, though with weaker creatures, she had a few runins with more adventurous types that had been unfortunate in getting in her way. Though offering peace at most circumstances for a sacrifice of a piece of protection or a weapon to assist her further in her escape, she never truly threatened others within a group unless they were the ones to begin conflict. Through these groups of people she was able to gather a very well set arsenal of items and decent amount of gold.
After plenty of days of travel, she had found herself on the edge of a cave entrance, sunlight beaming through for the first time, eyes blinding and adjusting to the brightness of the sun above. After likely years of fighting through the world beneath, with the help of many allies found in that time, she had made her way above, to begin a proper new chapter of her life with the unknowing fate of the darklands behind her.
=='''<font size="6">Story So Far</font> '''==
She has yet to properly step within the confines of Absalom, though she has been reluctant in doing so.
=='''<font size="6">Appearance</font>'''==
Nathaera is a 7'3 tall drider, though the skin of her main humanoid form is a paler blue-ish grey. Her hair is cut short in the front and pulled back into a long ponytail behind her. She is usually seen wearing a simple spider-silken bodysuit, altered to have a slightly silver sheen to the armor itself, cutting off at the point of her body that leads into the large spider-like taur appearance. A smooth, black arachnid thorax and legs, painted along the top of the large spider-like abdomen with what appears to be a purple butterfly.
Slung around her back is a crossbow, along with a morningstar made of a light green-ish silver attached to her side next to a larger, heavy mace made with dwarven style in mind. She is usually seen with a small satchel strapped around her upper body as well, carrying various items of use and a small quiver along with the crossbow, filled to the brim with necessary bolts.
==<font size="6">Personality Traits</font>==
Nathaera has a very hesitant personality, though being naturally strong as a drider she is hesitant to act against those that may even be threatening her. She believes in making ends meet and will do what is necessary to survive as long as it's not an out right evil action she would be needed to take. She enjoys talking to others and learning about the cultures of various peoples, being completely new to the surface herself, she knows most only about the darklands and the creatures that reside there. She has a heavy dislike for drow, and a lesser so distaste of those with dwarven blood, or at the least Duergar.
With her time in the tribe in Sekamina, she had begun to use her skill of creating materials from thin air and other objects to learn how to create clothing and tailoring. A small skill for relieving stress and focusing on the dedicated creation of an item she could easily give to someone else that truly needs them, or just selling such a skill for gold.
She is extremely fond of the wilds and fey, attributing her abilities to the creatures that make wildlife their home.
==<font size="6">Friends/Enemies</font>==
None yet.
sjkbo6et43opuqd6u3z9s53uunbzo6c
278
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2018-11-25T14:31:56Z
BlooberryPi
36965422
278
wikitext
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{{ATCOS_Character_Infobox|title1 = Nathaera Dynn|image1 = Firefox 2018-11-24 12-56-10.png|gender = Female|race = Drider|class = Word Witch Deep Walker|alignment = Chaotic Good|deity = Desna|age = 124|height = 8'3|weight = 465 lbs.|hair = Light Grey|eyes = Dark Yellow}}
=='''<font size="6">Backstory</font> '''==
Nathaera Dynn is a drider deep from within the darklands, a recent arrival to the city of absalom and the general surface of the world in her times however. Twisted and changed by the drow's terrible alchemical process of warping drow flesh into a creature known as a drider. Before the process she had been quite headstrong in her beliefs that what the drow were doing were quite wrong, at times stepping too far in her place underneath the drow nobles and finding herself punished to be transformed into one of these mutated creatures.
Though her thoughts in driders before had once stood strong, them being hideous creatures that were punished rightly by the drow nobles and houses, once she was subject to the process and changed into an aberration, she had learned quite a bit just how terrible the drow can be in their ruthlessness. Though over time acting as guardians for various drow that so much wanted to say they were above her, she took her chance one faithful moment to escape from the city she was held in, fleeing to the depths of Sekamina in search of greater things.
In her time fleeing from the drow-built city and the settlements of duergar and other threats she had learned quite a bit within the depths of the world. She seemed almost drawn to the words of creation, those that created the tunnels and world around her, reaching out to herself and within to aid her in getting out of the terrible darklands. Her attachment to the fey seemed to bolster her abilities in creation, with small steps able to softly alter the world around her, before soon being able to cave in entire paths behind her in extreme situations of stress and necessity.
=== Finding The Surface ===
After some time, wandering in the depths and aiming to just go as far up as she can, she had run into plenty of creatures in the darklands and Sekamina of the depths, learning more of how to adapt to the aberrant creatures. One thing she did not expect to run into however was a small encampment and tribe of similar driders that had escaped from the clutches of nearby Drow settlements. Here she was able to finally lie down for safety and rest within a group of similar people. The settlement itself had the simple name of Orana within the group of drider that lived there, though along with a few other drow that had assisted others in rebellion, this is where Nathaera properly adjusted to the kindness of others and dulled her distaste for the other drow around her. Though still hesistant to make friends, she did grow fond with the group, helping her fine tune her talents in magic and skills in fighting, along with scavenging goods from other lost adventuring parties that had been found passing through the darklands.
Eventually she grew weary, and with the help of a few other driders she had began to make her way further up from Sekamina, into the final stretch of her journey in Nar-voth. Here, though with weaker creatures, she had a few runins with more adventurous types that had been unfortunate in getting in her way. Though offering peace at most circumstances for a sacrifice of a piece of protection or a weapon to assist her further in her escape, she never truly threatened others within a group unless they were the ones to begin conflict. Through these groups of people she was able to gather a very well set arsenal of items and decent amount of gold.
After plenty of days of travel, she had found herself on the edge of a cave entrance, sunlight beaming through for the first time, eyes blinding and adjusting to the brightness of the sun above. After likely years of fighting through the world beneath, with the help of many allies found in that time, she had made her way above, to begin a proper new chapter of her life with the unknowing fate of the darklands behind her.
=='''<font size="6">Story So Far</font> '''==
She has yet to properly step within the confines of Absalom, though she has been reluctant in doing so.
=='''<font size="6">Appearance</font>'''==
Nathaera is a 7'3 tall drider, though the skin of her main humanoid form is a paler blue-ish grey. Her hair is cut short in the front and pulled back into a long ponytail behind her. She is usually seen wearing a simple spider-silken bodysuit, altered to have a slightly silver sheen to the armor itself, cutting off at the point of her body that leads into the large spider-like taur appearance. A smooth, black arachnid thorax and legs, painted along the top of the large spider-like abdomen with what appears to be a purple butterfly.
Slung around her back is a crossbow, along with a morningstar made of a light green-ish silver attached to her side next to a larger, heavy mace made with dwarven style in mind. She is usually seen with a small satchel strapped around her upper body as well, carrying various items of use and a small quiver along with the crossbow, filled to the brim with necessary bolts.
==<font size="6">Personality Traits</font>==
Nathaera has a very hesitant personality, though being naturally strong as a drider she is hesitant to act against those that may even be threatening her. She believes in making ends meet and will do what is necessary to survive as long as it's not an out right evil action she would be needed to take. She enjoys talking to others and learning about the cultures of various peoples, being completely new to the surface herself, she knows most only about the darklands and the creatures that reside there. She has a heavy dislike for drow, and a lesser so distaste of those with dwarven blood, or at the least Duergar.
With her time in the tribe in Sekamina, she had begun to use her skill of creating materials from thin air and other objects to learn how to create clothing and tailoring. A small skill for relieving stress and focusing on the dedicated creation of an item she could easily give to someone else that truly needs them, or just selling such a skill for gold.
She is extremely fond of the wilds and fey, attributing her abilities to the creatures that make wildlife their home.
==<font size="6">Friends/Enemies</font>==
None yet.
1bh4yov0f8oviz9rrgb2zxhvo7q7ms5
Neru Shikkari
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Created page with "{{ATCOS_Character_Infobox|title1 = Neru Shikkari|image1 = Neru.png|gender = ???|race = Qlippoth-Spawn Tiefling|class = Stancemaster/Hedgewitch|alignment = CE|deity = Kotatsu|a..."
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{{ATCOS_Character_Infobox|title1 = Neru Shikkari|image1 = Neru.png|gender = ???|race = Qlippoth-Spawn Tiefling|class = Stancemaster/Hedgewitch|alignment = CE|deity = Kotatsu|age = 80|height = 5'0|weight = ???|hair = Long, white & dangerously fluffy|eyes = ???}}
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{{Infobox_character|name = Neru Shikkari|image = Neru.png|aliases = Sleepyhead|relatives = ???|affiliation = Member of the Supervillain Squad of Friendship|birthDate = ???|birthPlace = ???|species = Asura-Spawn Tiefling|gender = ???|height = 4'7|weight = ???|eyes = ???}}<blockquote>". . . Can't I sleep for a bit longer. . ."</blockquote>
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{{Infobox_character|name = Neru Shikkari|image = Neru.png|aliases = Sleepyhead, Shorty|relatives = ???|affiliation = Member of the Supervillain Squad of Friendship|birthDate = ???|birthPlace = ???|species = Asura-Spawn Tiefling|gender = ???|height = 4'7|weight = ???|eyes = ???}}<blockquote>''". . . Can't I sleep for a bit longer. . . It's still dark. . . Ah, no, there's hair in my eyes. . ."''</blockquote>
== History ==
"Neru. . . is Neru."
Is the answer most people get when they inquire who - or what - the horned and floppy-eared Tiefling is, although his past is a mystery they not even themselves know. Having been found at the doorstep of a dojo from a young age in a crib, the master of it took him in to and gave him care. Though, the moment he came of age, he participated in the same monk training that the rest of his disciples got. And of course, he was nothing else but a incredibly studious student who aimed for the top. . .
That, of course, is a lie.
Neru didn't want to do anything. Training his body was too exhausting. Cleaning clothes would mean he got dirty to some degree. Even the smallest errand that got asked of him was something he tried to deny, and force upon someone. . . For Neru, all that mattered was his futon he could sleep
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{{Infobox_character|name = Neru Shikkari|image = Neru.png|aliases = Sleepyhead, Shorty|relatives = ???|affiliation = Member of the Supervillain Squad of Friendship|birthDate = ???|birthPlace = ???|species = Asura-Spawn Tiefling|gender = ???|height = 4'7|weight = ???|eyes = ???}}<blockquote>''". . . Can't I sleep for a bit longer. . . It's still dark. . . Ah, no, there's hair in my eyes. . ."''</blockquote>
== History ==
"Neru. . . is Neru."
Is the answer most people get when they inquire who - or what - the horned and floppy-eared Tiefling is, although his past is a mystery they not even themselves know. Having been found at the doorstep of a dojo from a young age in a crib, the master of it took him in to and gave him care. Though, the moment he came of age, he participated in the same monk training that the rest of his disciples got. And of course, he was nothing else but an incredibly studious student who aimed for the top. . .
That, of course, is a lie.
Neru didn't want to do anything. Training his body was too exhausting. Cleaning clothes would mean he got dirty to some degree. Even the smallest errand that got asked of him was something he tried to deny, and force upon someone. . . For Neru, all that mattered was his futon he could sleep on, and not much else. This infuriated her sensei for a great degree, as every single effort to make him be more active was wasted. Eventually, it accumulated to the event of him being kicked out as soon as he was off age, sending
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{{Infobox_character|name = Neru Shikkari|image = Neru.png|aliases = Sleepyhead, Shorty|relatives = ???|affiliation = Member of the Supervillain Squad of Friendship|birthDate = ???|birthPlace = ???|species = Asura-Spawn Tiefling|gender = ???|height = 4'7|weight = ???|eyes = ???}}<blockquote>''". . . Can't I sleep for a bit longer. . . It's still dark. . . Ah, no, there's hair in my eyes. . ."er''</blockquote>
== History ==
"Neru. . . is Neru."
Is the answer most people get when they inquire who - or what - the horned and floppy-eared Tiefling is, although his past is a mystery they not even themselves know. Having been found at the doorstep of a dojo from a young age in a crib, the master of it took him in to and gave him care. Though, the moment he came of age, he participated in the same monk training that the rest of his disciples got. And of course, he was nothing else but an incredibly studious student who aimed for the top. . .
That, of course, is a lie.
Neru didn't want to do anything. Training his body was too exhausting. Cleaning clothes would mean he got dirty to some degree. Even the smallest errand that got asked of him was something he tried to deny, and force upon someone. . . For Neru, all that mattered was his futon he could sleep on, and not much else. This infuriated her sensei for a great degree, as every single effort to make him be more active was wasted. Eventually, it accumulated to the event of him being kicked out as soon as he was off age, sending
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2022-08-18T20:34:00Z
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Noble House Villeneuve
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Created page with "{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = https://img2.gelbooru.com/images/6c/4e/6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F}}"
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = https://img2.gelbooru.com/images/6c/4e/6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F}}
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F}}
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
== Personality ==
== History ==
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair is often tied up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face that's deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and plain colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body - Although, with each of those outfits being created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who rather deals with herself rather than the world around her. . . However, anyone who's known her for longer than 2 days would know the truth that lay between this rather loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When she was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict
== History ==
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair is often tied up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face that's deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and plain colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body - Although, with each of those outfits being created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who rather deals with herself rather than the world around her. . . However, anyone who's known her for longer than 2 days would know the truth that lay between this rather loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When she was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
== History ==
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair is often tied up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and plain colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body - Although, with each of those outfits being created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who rather deals with herself rather than the world around her. . . However, anyone who's known her for longer than 2 days would know the truth that lay between this rather loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When she was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after great contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . These events were mostly overshadowed by the start of the Red Revolution.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so - Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair is often tied up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and plain colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body - Although, with each of those outfits being created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who rather deals with herself rather than the world around her. . . However, anyone who's known her for longer than 2 days would know the truth that lay between this rather loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When she was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after great contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . These events were mostly overshadowed by the start of the Red Revolution.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
== This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, desiring to have the name Villeneuve known over the entirety of Golarion. ==
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair is often tied up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and plain colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body - Although, with each of those outfits being created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who rather deals with herself rather than the world around her. . . However, anyone who's known her for longer than 2 days would know the truth that lay between this rather loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When she was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after great contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . These events were mostly overshadowed by the start of the Red Revolution.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = 6c4e6df0bba56da18ca632d5e638b8e5.png|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Vivienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Vivienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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2020-05-13T03:11:31Z
ZenTheMan01
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red|Appearance [Image] = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png.png|Geneviève
Max.jpg|Maximilienne</gallery>}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Vivienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Vivienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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2020-05-13T03:14:04Z
ZenTheMan01
38690496
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Vivienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Vivienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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2020-05-13T03:16:19Z
ZenTheMan01
38690496
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Maximilienne and Geneviève Villeneuve|image1 = <gallery>Max.jpg|Maximilienne
6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
</gallery>|gender = F|race = Aasimar|alignment = NG/CG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Vivienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Vivienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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2020-05-13T03:41:51Z
ZenTheMan01
38690496
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
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2020-05-14T21:58:23Z
ZenTheMan01
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Adding categories
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{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
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ZenTheMan01
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Adding categories
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
[[Category:Characters]]
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ZenTheMan01
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
Rather the opposite of her sister, Maximilienne presents herself as a charismatic diva. Rarely seen without her outrageous, skin-showing outfits, Maximilienne clothes herself in wealth and prestige. She loves the limelight, though it's rare to see her show it. True to her public persona, she maintains a degree of aloofness and even impoliteness while not in private.
The primary reason for Maximilienne's silence out in public is that while she thrives in the limelight, she's not innately a social creature like sister dearest. While she's charismatic and capable of flowery speech and intelligent conversation, Maximilienne is a woman of knowledge and perfectionism first and foremost. Her silence belies thoughts of arcane knowledge and new designs alike.
While Maximilienne is a giant nerd, her true passion lies with fashion. It's how she makes her day-to-day wage, and how she participates in the family business. Maximilienne is a designer to the core, dreaming up new, more extravagant patterns every day. She has become so attuned to her clothing that she has learned to draw magic from her passion projects.
Though it's not a priority over her family and her business in her mind, Maximilienne is also a capable arcane spellcaster of the more mundane variety, wielding a spellbook and a familiar (her beloved Schipperke dog, Rusty) in her pursuit of the magical arts. Though she's not quite as passionate about magic as she is about her clothing lines, she nonetheless spends many hours of her life with her nose in the books.
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
[[Category:Characters]]
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ZenTheMan01
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{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
Rather the opposite of her sister, Maximilienne presents herself as a charismatic diva. Rarely seen without her outrageous, skin-showing outfits, Maximilienne clothes herself in wealth and prestige. She loves the limelight, though it's rare to see her show it. True to her public persona, she maintains a degree of aloofness and even impoliteness while not in private.
The primary reason for Maximilienne's silence out in public is that while she thrives in the limelight, she's not innately a social creature like sister dearest. While she's charismatic and capable of flowery speech and intelligent conversation, Maximilienne is a woman of knowledge and perfectionism first and foremost. Her silence belies thoughts of arcane knowledge and new designs alike.
<gallery type="slideshow">
Genevieve2.jpg|Geneviève
Maximilienne2.png|Maximilienne
</gallery>
While Maximilienne is a giant nerd, her true passion lies with fashion. It's how she makes her day-to-day wage, and how she participates in the family business. Maximilienne is a designer to the core, dreaming up new, more extravagant patterns every day. She has become so attuned to her clothing that she has learned to draw magic from her passion projects.
Though it's not a priority over her family and her business in her mind, Maximilienne is also a capable arcane spellcaster of the more mundane variety, wielding a spellbook and a familiar (her beloved Schipperke dog, Rusty) in her pursuit of the magical arts. Though she's not quite as passionate about magic as she is about her clothing lines, she nonetheless spends many hours of her life with her nose in the books.
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
[[Category:Characters]]
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2020-05-31T12:19:26Z
ZenTheMan01
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wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
Rather the opposite of her sister, Maximilienne presents herself as a charismatic diva. Rarely seen without her outrageous, skin-showing outfits, Maximilienne clothes herself in wealth and prestige. She loves the limelight, though it's rare to see her show it. True to her public persona, she maintains a degree of aloofness and even impoliteness while not in private.
The primary reason for Maximilienne's silence out in public is that while she thrives in the limelight, she's not innately a social creature like sister dearest. While she's charismatic and capable of flowery speech and intelligent conversation, Maximilienne is a woman of knowledge and perfectionism first and foremost. Her silence belies thoughts of arcane knowledge and new designs alike.
<gallery type="slideshow">
Genevieve2.jpg|Geneviève
Maximilienne2.png|Maximilienne
</gallery>
While Maximilienne is a giant nerd, her true passion lies with fashion. It's how she makes her day-to-day wage, and how she participates in the family business. Maximilienne is a designer to the core, dreaming up new, more extravagant patterns every day. She has become so attuned to her clothing that she has learned to draw magic from her passion projects.
Though it's not a priority over her family and her business in her mind, Maximilienne is also a capable arcane spellcaster of the more mundane variety, wielding a spellbook and a familiar (her beloved Schipperke dog, Rusty) in her pursuit of the magical arts. Though she's not quite as passionate about magic as she is about her clothing lines, she nonetheless spends many hours of her life with her nose in the books.
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
[[Category:Characters]]
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{{ATCOS_Character_Infobox|title1 = Geneviève and Maximilienne Villeneuve|image1 = <gallery>6c4e6df0bba56da18ca632d5e638b8e5.png|Geneviève
Max.jpg|Maximilienne</gallery>|gender = F|race = Aasimar|alignment = CG/NG|age = 120|height = 6'2|weight = A woman's secret|hair = Brown|eyes = Red}}
== Appearance ==
Geneviève Villeneuve seems like a rather ordinary human at first sight, the only thing hinting at their extraplanar heritage being her above average height of 6'2, and the piercing crimson eyes hiding behind her thick-rimmed glasses. Her long, auburn hair sometimes ties up in a singular bun, but most of the time she decides to sport a paint of twin tails with elongated bangs that frame her fair face deprived of any blemishes.
Most of the time, the attire she wears consists of mostly muted and dull colors such as black and white, her wardrobe mostly in monochrome with a tight bodysuit underneath that accents her slender and athletic body. Although, with each of those outfits created by her fashionista sister, their stylish designs still manage to pop out of the crowd at most times.
___
Purely physically, Maximilienne resembles her sister like only identical twins do, possessing the same long hair and red eyes. Her style is quite different, however. Where Geneviève prefers a more modest look, Maximilienne styles herself like a superstar. Her brown hair usually hangs loose, sometimes as far down as to her knees. On rare occasions she keeps it tied in a long braid, tied with some kind of gaudy accessory at the end.
Her clothing tends to be far more flashy than her sister. She exclusively wears her own designs, which are typically flashy, revealing and loud. Her favorite outfit is a dress consisting of little more than a few straps covering all the relevant parts. Occasionally she wears a pinstripe bodysuit underneath or a black, fur-lined jacket over it. Much like her sister she often wears glasses.
== Personality ==
At first sight, Geneviève Villeneuve is someone who tends to keep to themselves and her face in the books, giving off the aura of a timid intellectual who instead deals with herself rather than the world around her. . . However, anyone who's known her for longer than two days would see the truth that lay between this slightly loose mask she put up - That being, of a driven, competitive individual who's a bit too much of a worrywart to those that stand close to her. Usually, she's quick to get to the point of things and acts somewhat stern, and although that might make her seem like a spoilsport in the eyes of some, its simply brought forth from genuine concern.
Although she tries to sound smart and well-educated, it's easy to tell she's not the sharpest tool in the shed, constant mispronunciation, and misuse of certain words riddling her speech. Yet, despite that, she usually doesn't feel like admitting that she's wrong due to some innate stubbornness, doubling down on her mistakes instead of saying that it was nothing more than an honest mistake. She does have some slight envy of her sister in this regard, but this doesn't show itself in any malicious manner, and more of certain mannerisms some may consider cute.
However, despite not being the brightest bulb, she does have a great deal of knowledge in terms of combat, together with an innate sense of instinct for battle. When Genevieve was young, she tended to get into a few scraps on the side whenever she snuck out of the house, and this innate eagerness to look for conflict simply so she can solve it.
___
Rather the opposite of her sister, Maximilienne presents herself as a charismatic diva. Rarely seen without her outrageous, skin-showing outfits, Maximilienne clothes herself in wealth and prestige. She loves the limelight, though it's rare to see her show it. True to her public persona, she maintains a degree of aloofness and even impoliteness while not in private.
The primary reason for Maximilienne's silence out in public is that while she thrives in the limelight, she's not innately a social creature like sister dearest. While she's charismatic and capable of flowery speech and intelligent conversation, Maximilienne is a woman of knowledge and perfectionism first and foremost. Her silence belies thoughts of arcane knowledge and new designs alike.
<gallery type="slideshow">
Genevieve2.jpg|Geneviève
Maximilienne2.png|Maximilienne
</gallery>
While Maximilienne is a giant nerd, her true passion lies with fashion. It's how she makes her day-to-day wage, and how she participates in the family business. Maximilienne is a designer to the core, dreaming up new, more extravagant patterns every day. She has become so attuned to her clothing that she has learned to draw magic from her passion projects.
Though it's not a priority over her family and her business in her mind, Maximilienne is also a capable arcane spellcaster of the more mundane variety, wielding a spellbook and a familiar (her beloved Schipperke dog, Rusty) in her pursuit of the magical arts. Though she's not quite as passionate about magic as she is about her clothing lines, she nonetheless spends many hours of her life with her nose in the books.
== Goals & Ambitions ==
___
Maximilienne's primary desire is for Villeneuve to become a household name in Absalom's noble circles. Seeing her signature on a piece of clothing is supposed to make bystanders turn green with envy. She wants her children's children to live comfortably off her clothing empire. Additionally, she seeks true understanding of the mystical arts, mastery of magic that only an archmage can claim.
== History ==
Originating in the country of Galt, the noble house of Villeneuve is a small, aristocratic family that resides among the bottom of royalty. It was granted the status after significant contributions towards the nation's cultural sector, one of them consisting of an (at the time) somewhat prestigious art academy which garnered attention from several renowned artists over the Inner Sea. Yet, troubles started at its creation, the minor house usually being overshadowed by those of higher standing, together with the business ventures they explored in being on the more non-successful side. . . The start of the Red Revolution mostly overshadowed these events.
Most of the Villeneuve family managed to escape, although they forfeited their estates present in Galt in doing so. Choosing to flee towards a lesser holding of theirs present in Absalom, one of the last properties they held. Now located halfway across the Inner Sea, they decided to focus more on their business and crafts instead of participating in the backstabbing behavior of the nobles, predominantly consisting of fancy clothing and jewelry.
This family trade is up until this day held up, the twins Maximilienne and Geneviève Villeneuve currently being the head of the households after the recent departure of their parents. With their combined skills, they wish to restore the families name to what it once was - And beyond that, wishing to have the name Villeneuve known over the entire city.
[[Category:Player Characters]]
[[Category:Characters]]
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Orani
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Created page with "{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = ..."
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text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
== Personality ==
== Friends/Allies ==
== Enemies ==
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{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The SSOF:''' the '''Supervillain Squad of Friendship''' is a group of tiefling women dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
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ZenTheMan01
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{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The ''''''Supervillain Squad of Friendship: '''Also known as '''the SSOF''', the Squad is a group of tiefling women dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
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{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*The '''Supervillain Squad of Friendship: '''Also known as '''the SSOF''', the Squad is a group of tiefling women dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
pn9v2dxmn4mdjn5afj8c9e13n0vs4l9
1176
1175
2020-05-08T14:52:55Z
ZenTheMan01
38690496
1176
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
j6c8p7doixado9prosrh4tt1ebqmzib
1177
1176
2020-05-08T14:53:21Z
ZenTheMan01
38690496
/* Friends/Allies */
1177
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
6agep90non49yfxfy64m6o9hm8478fw
1178
1177
2020-05-08T14:55:47Z
ZenTheMan01
38690496
Adding categories
1178
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
[[Category:Player Characters]]
rk56qajqdss7f442jvqcgzt811nz6tt
1201
1178
2020-05-14T21:58:47Z
ZenTheMan01
38690496
Adding categories
1201
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*Orani has yet to truly encounter any single individual he considers an enemy - none that still live, at least.
[[Category:Player Characters]]
[[Category:Characters]]
5uwupqsyetcm5s8epu2duuva89kw4gu
1203
1201
2020-05-16T14:05:28Z
ZenTheMan01
38690496
/* Enemies */
1203
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
or0ncbxz02i4x8cy882sk74av1an5wn
1292
1203
2020-05-31T11:37:08Z
ZenTheMan01
38690496
1292
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
<gallery type="slideshow">
Orani1.jpg
Orani2.jpg
Orani3.jpg
</gallery>== Personality ==
The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
j6uytcnv4014agv9lsrbp4k5ntrw3iz
1293
1292
2020-05-31T11:37:37Z
ZenTheMan01
38690496
1293
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
<gallery type="slideshow">
Orani1.jpg
Orani2.jpg
Orani3.jpg
</gallery>The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
lgo3tnrn4tiblqb9gxc9vjmeqi45jkq
1297
1293
2020-05-31T12:18:35Z
ZenTheMan01
38690496
1297
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
<gallery type="slideshow">
Orani1.jpg
Orani2.jpg
Orani3.jpg
</gallery>The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Goals & Ambitions ==
Orani's behavior is generally defined by his lack of long-term desires. His only goal in life is generally to enjoy himself from day to day. As a Kurgessan, he mainly spends his time engaging in fleeting competition or adrenaline-inducing activities like mercenary jobs and exploration of caves and ruins. Orani does not profess any sweeping, great ideals or moral guidelines for the world to follow; if put on the spot, his big message will be no more complicated than "be good to each other" and "treat others like you'd want them to treat you".
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
hjm45mfpxglh44movu6z3gam7rp9lrg
1298
1297
2020-05-31T12:18:56Z
ZenTheMan01
38690496
1298
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. In recent years, however, he seems to have returned to Absalom semi-permanently.
== Personality ==
<gallery type="slideshow">
Orani1.jpg
Orani2.jpg
Orani3.jpg
</gallery>The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences.
Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Goals & Ambitions ==
Orani's behavior is generally defined by his lack of long-term desires. His only goal in life is generally to enjoy himself from day to day. As a Kurgessan, he mainly spends his time engaging in fleeting competition or adrenaline-inducing activities like mercenary jobs and exploration of caves and ruins. Orani does not profess any sweeping, great ideals or moral guidelines for the world to follow; if put on the spot, his big message will be no more complicated than "be good to each other" and "treat others like you'd want them to treat you".
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
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/* History */
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{{ATCOS_Character_Infobox|title1 = Orani|image1 = Orani.jpg|gender = Male|race = Div-Spawn Tiefling|class = Zealot // Mesmerist|alignment = Chaotic Good|deity = Kurgess|age = 73|height = 6'4"|weight = 184lbs|hair = Blonde|eyes = Golden}}''"I get all those folk with their grand gestures and dreams for the future... But what's wrong with just wanting to have fun?"''
== History ==
Orani's true origins are something of a secret, as he was left on the porch of an Absalom orphanage as a baby. The young man was never adopted, in part due to his continued immaturity. He liked to play with knives and scissors, and often broke toys that weren't his. This continued even into the years of his puberty, and eventually the orphanage decided to get him looked at.
Healers specialized in both mind and body found nothing that should have caused such immaturity, and attempts to cast healing spells and curse-breakers did nothing. The orphanage did not ring the proverbial alarm until Orani's planar heritage manifested for the first time in the form of an eye on his forehead. Finding him riding a dazed-seeming employee around the orphanage hallways, the senior staff decided to bring him elsewhere.
There was a temple to Kurgess near the orphanage, and one of the priests was befriended with a member of the orphanage's senior staff. There, they found out the boy was not human; not purely, at least. His blood had been tainted by that of a div, a destructive outsider closely related to the daemons.
Realizing the boy would eventually grow into quite the menace if left unchecked, an elven priest named Tasar agreed to take the child under his wing. Tieflings lived a long time, but elves lived longer; by giving him an elven guardian, he would assuredly not outlive his new 'foster father'. The man was unusually fit for an elf, and from that day on, worked the youth to the bone.
For several decades, the clergy of Kurgess trained the boy in both body and mind. He was left free to indulge in some vices, but strictly forbidden from partaking in others. He was encouraged to pick up the arts, and turned out to have a talent for sketching and string instruments that starkly contrasted his destructive impulses.
He grew slowly, but he still grew. His "puberty" was a strange time for everyone; the boy pushed back against authority like many youths his age, yet still followed instructions to control his desires to the letter. He was insufferable at times, running away from the temple to explore the town or using his adult appearance to get his hands on alcohol. In the end, however, he always returned and was always taking his lessons the next morning.
Around his 60th nameday, the clergy finally judged Orani to be adult enough to be given more liberties. He would still return to the temple on the regular to speak to Tasar, but was allowed to leave the temple as much as he wanted. He had received plenty of physical training, and had honed his natural psychic abilities into a useful tool. He had all the makings of an adventurer, and it was no surprise to anyone he eventually found his way into that profession. It allowed him to do good in the world, while also giving him plenty of opportunities to find that rush of adrenaline the "young" man had so learned to love.
After surviving the siege of Absalom by Rovagug's forces, Orani spent the following decade submerging himself in adventure, aiding as many of the cult's victims both on the Isle of Kortos and abroad. For a period of about a year he spent time on the Isle of Kortos, forming a budding relationship with a young paladin named Callie as well as friendships with a number of other adventurers.
Orani and Callie later left Absalom around the same time, but it's unknown whether they departed to adventure together or whether they went their separate ways.
== Personality ==
<gallery type="slideshow">
Orani1.jpg
Orani2.jpg
Orani3.jpg
</gallery>The long and short of it is that Orani is a cheerful, happy-go-lucky guy. He tries not to worry about tomorrow, instead focusing on the joys of today. Despite the many women he's been with in his life, his true love is the discovery of new experiences. In recent times he's tried to temper his womanizing tendencies, in part due to his responsibilities as a famous adventurer and in part because of Callie's more conservative personality.
Most days when he's not adventuring, he can be found either at the temple of Kurgess in the Ascendant Court for training, or down in the Foreign Quarter and Merchants' Quarter to taste new foods, smell new smells, and feel new things under his fingertips. That last activity is usually associated with the somewhat irresponsible spending of his adventuring money, but the jobs pay well enough that he can afford it. During summers he spends time on the beach, despite his rather abysmal swimming.
Like many followers of Kurgess, he loves a little bit of competition in everything, and constantly seeks to improve himself both physically and mentally. Sometimes he participates in sports events, even ones he has no chance of winning, purely to see how well he does. He prides himself in his combat abilities, but acknowledges that he lacks the raw, physical strength of many others, instead favoring an almost unnatural degree of nimbleness.
In moments of emotional turmoil, Orani sometimes shows a darker side of him as his grip on his own emotions loosens. During these moments he can get surly, disrespectful, or even outright aggressive as the div-taint in his blood reasserts its control. These moments are associated with destructive impulses, either in the form of material damage or outright violence. Sometimes Orani takes things in these states, stealing the belongings of others purely because they do not belong to him. These states don't last too long, a few hours at most, and generally don't get bad enough for Orani to commit a serious crime.
== Goals & Ambitions ==
Orani's behavior is generally defined by his lack of long-term desires. His only goal in life is generally to enjoy himself from day to day. As a Kurgessan, he mainly spends his time engaging in fleeting competition or adrenaline-inducing activities like mercenary jobs and exploration of caves and ruins. Orani does not profess any sweeping, great ideals or moral guidelines for the world to follow; if put on the spot, his big message will be no more complicated than "be good to each other" and "treat others like you'd want them to treat you".
== Friends/Allies ==
[[File:Aurora.jpg|thumb|Aurora "Partner-chan" Winters]]
*'''Callie Mirielda:''' Orani and Callie met on an adventure in which Orani was quite frankly a little out of his league. Impressed by the paladin's performance and infatuated with her appearance, Orani invited her out, and the two started a friendship. Said friendship eventually developed into mutual attraction, albeit stronger on Orani's side. Callie had doubts, especially since Orani's womanizing was hardly unknown. The tiefling could only promise he would change, but the two of them left the city before this could develop further. Who knows how they are now, if they have even seen each other since leaving?
*'''Aurora Winters:''' Also known as '''Summer Partner''' or '''Partner-chan''', Orani became acquainted with Aurora while working for her previous master, the Old Man of the Ice Cream. After beating the Amethyst Test and adding said stone to his collection of Kaleidoscopic Jewels, he also became her new boss. The two get along well enough, fighting together in almost perfect sync, though Aurora can only assist him every so often. Orani doesn't like thinking of himself as her boss, preferring to still see her as a partner like when he first met her.
*'''The Old Man of the Ice Cream (?):''' An enigmatic figure Orani encountered about ten years after the Rovagug incident. The old guy makes a killer ice cream, and has thus far offered fine rewards for those who prove themselves worthy to him. Orani doesn't know much about him, but the rewards tend to outweigh the hassle of the jobs themselves.
*'''The Supervillain Squad of Friendship:''' Also known as '''the SSOF''', the Squad is a group of tiefling women (and a single tiefling Neru) dedicated to no-goodery. While Orani is not acquainted with every single one of their number, he has bizarrely come to count many of them as friends or allies in some way. Orani has yet to be personally faced with any of their evil acts, and there's no knowing how he'll react when he will.
== Enemies ==
*None
[[Category:Player Characters]]
[[Category:Characters]]
43natj0ljefsfh2f88727szsgce5x8n
Oranoan the Quiet
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Hyper-HeartBeat
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Created page with "{{ATCOS_Character_Infobox|title1 = Oranoan The Quiet|image1 = Oranoan.PNG|caption1 = "..."|gender = Male|race = Half-Orc|class = Barbarian|alignment = Neutral Good|deity = N/A..."
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{{ATCOS_Character_Infobox|title1 = Oranoan The Quiet|image1 = Oranoan.PNG|caption1 = "..."|gender = Male|race = Half-Orc|class = Barbarian|alignment = Neutral Good|deity = N/A|age = 19|height = 7'01"|weight = 167 lbs|hair = Dark Green|eyes = Blue-Green}}
=='''<font size="6">Appearance</font>'''==
For a Half-Orc wielding such heavy weaponry, Oranoan certainly doesn't conform to stereotypes. His frame is relatively lithe and thin, and his clothing is rather conservative for a Barbarian. His face is almost always shrouded by seaweed-green locks of hair, only exposing a pair of short, ivory tusks. Oranoan's skin is marred, in places, by sets of small scars. His back is host to a rather large wound, though it is only ever visible when his torso bears no tunic.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
To the far north of most trade-cities, the town of Silverkeep sat alone amid rolling hills. The residents of Silverkeep, mostly Half-Orcs and Humans, made their living as miners, raking valuable ores from caverns and mineshafts surrounding their homes. As removed as they were from popular paths and roads, they were not without occasional strife; Roving bands of Kobolds often came to reinforce their weak grip on the region, claiming that the hills belonged to their kin. In response, Silverkeep’s youthful Half-Orcs were often trained to be, at least in part, powerful warriors and defenders. One such warrior was Oranoan the Quiet, a calm Half-Orc whose history and family would eventually push him away from his home and into a life of adventure.
Even before he was born, Silverkeep’s residents knew that the child of Rogma Koruldesh would be troubled. She was the town’s most prideful Half-Orc, and had been raised in a most stereotypical fashion; Rogma was boisterous, eager to fight, and always held warriors in highest regards. Unfortunately, her passion worked to her disadvantage when a travelling bard named Simon Guilarma came for a short stay in Silverkeep. His rakish charm and foreign magic caught Rogma’s attention, and within a few days they’d become quite close. Simon’s short stay became a visitation of several months as he moved into Rogma’s cabin, dropping all previous obligations to live with his new love.
Things seemed to have turned for the better, from Rogma’s point of view. Her quiet village life had bored her, but now she has found love Time, however, proved to weaken Simon’s attraction to the Half-Orc. One night, as a dark storm passed over Silverkeep, the bard took off into the night and travelled south without warning. Rogma woke up to an empty home and a shattered heart that no magic could heal. The bard had taken with him whatever valuables the house stored, and left behind Silverkeep, his lover, and their unborn son.
More months passed, and Rogma’s child was born. The village, full of kind, warm hearts, helped support the Half-Orc mother, and soon enough the entire village had become a surrogate family for the fatherless baby. His name would be Oranoan; This name brought strength with it, said the elders of the town. It was strength that the boy would need, growing up without a true father. While her resentment of the bard that had manipulated her never faded, she loved Oranoan wholeheartedly, as would any mother. With the help of the town, she ensured that her son would grow up to be an honorable, powerful individual.
Years had passed since the Half-Orc known as Oranoan had been born, and his upbringing had proved easy for the town of Silver keep. He was respectful, honorable, and well-rounded by the time he was seven years old. Unlike other young Half-Orcs, he was rather reserved and quiet. While some were worried that he’d grow up as a shut-in or a social reject because of this, most believed that Oranoan was simply not meant to shout and scream like other warriors. As such, many called him Oranoan the Quiet. It was a title that he didn’t seem to dislike.
By his tenth year, the boy had begun weapons training, and proved proficient in combat against similarly-young peers regardless of his choice of weapon. He could not always win against his opponents, but he was hardy and strong despite his losses. By age fourteen, he’d outpaced most other initiate warriors and begun practice with real weapons. Though he was far from open combat, Oranoan proved himself among other Half-Orcs his age and showed that he had great potential to become even stronger. It was during his sixteenth year, however, that he was thrust into true combat against his will by circumstance.
While the town was experienced in dealing with small, hit-and-run squads of ornery Kobolds, none were prepared when a warband of over one hundred scaly raiders came cresting over the horizon line toward Silverkeep. As their distant yips and screeches filled the air and bells sounded out around the mining town, it became apparent that the town’s guards alone would not be able to stand against such a threat. Immediately, Silverkeep’s residents, young squires, and warriors-in-training took up arms and joined their tutors at the front line. Oranoan took up his place aside his mother and prepared himself for the enemy's charge. As the Kobold’s approach closed in upon Silverkeep, roars of prideful warriors filled the air, and combat commenced…
The battle lasted only around half an hour. The Kobolds, though strong in their numbers, simply could not match the might of the Half-Orc guards. Combat ended only after more than half of the Kobolds had been slain and the remainder of their squadron had fled into the neighboring forest. Silverkeep had lost only a small field of crops in the struggle, and only a handful of the town’s residents had sustained injuries. Oranoan, having slain a his fair share of invaders, was thrilled to have helped his hometown. He’d sustained a wound on his back, which was quickly treated by a cleric of the town. The resulting scar was deemed lucky by those who’d been involved in the fight. Oranoan and his young friends were congratulated by their elders for their efforts, and their town celebrated their great victory the following night.
Amid the feasting and merriment, however, Oranoan couldn’t help but consider his situation. This quiet, tiny town… it had never before seen a raid by Kobolds such as that, and would likely never see such combat for the remainder of his lifetime. Even in their massive numbers, they were easily crushed by Silverkeep’s warrior force. If ever he wanted to feel the thrill of real combat again… well, it wouldn’t be in Silverkeep.
Only a few weeks later, Rogma announced to the town that she would be going on some sort of journey into the southern half of the continent. Only the most out-of-touch townsfolk wondered where she’d be off to; Her son had proven himself competent and capable of combat, and the wretched bard was likely still wandering in the south. It was clear to many that Rogma intended to locate her ex-lover and dole out justice. As she walked out of town, everyone seeing her off completely understood her need for closure, including her son. In fact, her departure only strengthened Oranoan’s desire to seek his own adventure in some other part of the world. A few days after Rogma’s journey began, Oranoan gathered his things, said his goodbyes, and made his own way down southward.
For several months, Oranoan Koruldesh explored the wilds, visited towns, and helped the people of the region however he could. Most of the time, of course, he helped by laying waste to vile monsters that threatened to do harm to the good people of whatever town he was currently visiting. While no town was without prejudiced Humans and Elves, no one could deny that Oranoan was a deeply helpful force, and his presence became appreciated, even by those who’d normally not be welcoming to those of Orcish blood. However, his journeys were not without strife…
On what originally seemed like a routine trip to a town of Gnomes, Oranoan was approached by a elderly wizard who asked of him a simple favor. Near the town’s outskirts, an ancient tomb held a magical artefact holding many secrets. It would be dangerous work, but the wizard promised an ungodly sum of gold in exchange. The Half-Orc prepared himself for what would surely be a difficult mission. With haste, he entered the dungeon and made his way to the central chamber. He fought hard against undead abominations and deadly monsters before he finally found the item he’d been seeking. After a few hours of spelunking and fighting, he finally exited the cavernous tomb. As he felt sunlight upon his face again, however, a searing pain burst out at his back. He collapsed, barely conscious as he watched his employer walk up from behind, take the artefact, and grin.
Oranoan looked on in pain as the wizard explain that the payment was a falsehood, and that he’d be killing the Half-Orc and using his corpse for necromantic experiments. Just as he was sure he’d die, a small mob of Gnomes from the town came running to the tomb. As they approached, the wizard cast a spell and disappeared without a trace. The mob took Oranoan back to the town, where he was treated for his wounds. They apologized that their town was host to such a monstrous magician, explaining that he’d used magic to manipulate the town before. Oranoan cared little about the circumstances; He didn’t blame the townsfolk, of course, but the hatred of the arcane that stories of his father had imprinted upon him was only strengthened by this ambush.
Oranoan stayed in the town for about three weeks as his wounds healed fully. Then, word came to him of a nearby city known as Absalom. Apparently under siege by numerous undead, the city seemed to be a perfect place to resume his adventures. He left the Gnomish town at once, sticking to the most direct routes to this new city...
</div>
=='''<font size="6">Personality</font>'''==
As far as Half-Orc Barbarians are concerned, Oranoan is amazingly relaxed, most of the time. His tone is often reserved and calm, and he usually speaks with low volume. He only ever raises his voice when extremely excited, whether this excitement is joyful or wrathful. Taught from a young age to care for and compete with his peers, Oranoan is prone to pushing others past their limits, and always encourages his allies to do their absolute best. He finds that life has two great pleasures: Monster-Slaying and Adventuring. Oranoan is quick to join dungeon-roaming parties, and often seeks a fun fight whereever he goes. Gold, favors, rewards in general, those are things that come second to the thrill of the fight!
Despite a number of negative run-ins with magic users, this Half-Orc's disdain for magic is only surface-level. He believes, in part, that magic is a tool used primarily by theives, brigands, and charlatans. Honorable warriors, in his mind, should keep away from using arcane magic in their fights, as a duel between rivals should remain balanced in favor of he who is strongest. Oranoan understands fully that magic is a powerful tool when used by the right people, but distrusts weaker individuals who may use it to manipulate others and cheat their way to wealth or affection. Often, he will deny arcane help from magicians and wizards, as he prefers to rely on his own, raw power to overcome obstacles.
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{{ATCOS_Character_Infobox|title1 = Oranoan The Quiet|image1 = Oranoan.PNG|caption1 = "..."|gender = Male|race = Half-Orc|class = Barbarian|alignment = Neutral Good|deity = N/A|age = 19|height = 7'01"|weight = 167 lbs|hair = Dark Green|eyes = Blue-Green}}
=='''<font size="6">Appearance</font>'''==
For a Half-Orc wielding such heavy weaponry, Oranoan certainly doesn't conform to stereotypes. His frame is relatively lithe and thin, and his clothing is rather conservative for a Barbarian. His face is almost always shrouded by seaweed-green locks of hair, only exposing a pair of short, ivory tusks. Oranoan's skin is marred, in places, by sets of small scars. His back is host to a rather large wound, though it is only ever visible when his torso bears no tunic.
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
To the far north of most trade-cities, the town of Silverkeep sat alone amid rolling hills. The residents of Silverkeep, mostly Half-Orcs and Humans, made their living as miners, raking valuable ores from caverns and mineshafts surrounding their homes. As removed as they were from popular paths and roads, they were not without occasional strife; Roving bands of Kobolds often came to reinforce their weak grip on the region, claiming that the hills belonged to their kin. In response, Silverkeep’s youthful Half-Orcs were often trained to be, at least in part, powerful warriors and defenders. One such warrior was Oranoan the Quiet, a calm Half-Orc whose history and family would eventually push him away from his home and into a life of adventure.
Even before he was born, Silverkeep’s residents knew that the child of Rogma Koruldesh would be troubled. She was the town’s most prideful Half-Orc, and had been raised in a most stereotypical fashion; Rogma was boisterous, eager to fight, and always held warriors in highest regards. Unfortunately, her passion worked to her disadvantage when a travelling bard named Simon Guilarma came for a short stay in Silverkeep. His rakish charm and foreign magic caught Rogma’s attention, and within a few days they’d become quite close. Simon’s short stay became a visitation of several months as he moved into Rogma’s cabin, dropping all previous obligations to live with his new love.
Things seemed to have turned for the better, from Rogma’s point of view. Her quiet village life had bored her, but now she has found love Time, however, proved to weaken Simon’s attraction to the Half-Orc. One night, as a dark storm passed over Silverkeep, the bard took off into the night and travelled south without warning. Rogma woke up to an empty home and a shattered heart that no magic could heal. The bard had taken with him whatever valuables the house stored, and left behind Silverkeep, his lover, and their unborn son.
More months passed, and Rogma’s child was born. The village, full of kind, warm hearts, helped support the Half-Orc mother, and soon enough the entire village had become a surrogate family for the fatherless baby. His name would be Oranoan; This name brought strength with it, said the elders of the town. It was strength that the boy would need, growing up without a true father. While her resentment of the bard that had manipulated her never faded, she loved Oranoan wholeheartedly, as would any mother. With the help of the town, she ensured that her son would grow up to be an honorable, powerful individual.
Years had passed since the Half-Orc known as Oranoan had been born, and his upbringing had proved easy for the town of Silver keep. He was respectful, honorable, and well-rounded by the time he was seven years old. Unlike other young Half-Orcs, he was rather reserved and quiet. While some were worried that he’d grow up as a shut-in or a social reject because of this, most believed that Oranoan was simply not meant to shout and scream like other warriors. As such, many called him Oranoan the Quiet. It was a title that he didn’t seem to dislike.
By his tenth year, the boy had begun weapons training, and proved proficient in combat against similarly-young peers regardless of his choice of weapon. He could not always win against his opponents, but he was hardy and strong despite his losses. By age fourteen, he’d outpaced most other initiate warriors and begun practice with real weapons. Though he was far from open combat, Oranoan proved himself among other Half-Orcs his age and showed that he had great potential to become even stronger. It was during his sixteenth year, however, that he was thrust into true combat against his will by circumstance.
While the town was experienced in dealing with small, hit-and-run squads of ornery Kobolds, none were prepared when a warband of over one hundred scaly raiders came cresting over the horizon line toward Silverkeep. As their distant yips and screeches filled the air and bells sounded out around the mining town, it became apparent that the town’s guards alone would not be able to stand against such a threat. Immediately, Silverkeep’s residents, young squires, and warriors-in-training took up arms and joined their tutors at the front line. Oranoan took up his place aside his mother and prepared himself for the enemy's charge. As the Kobold’s approach closed in upon Silverkeep, roars of prideful warriors filled the air, and combat commenced…
The battle lasted only around half an hour. The Kobolds, though strong in their numbers, simply could not match the might of the Half-Orc guards. Combat ended only after more than half of the Kobolds had been slain and the remainder of their squadron had fled into the neighboring forest. Silverkeep had lost only a small field of crops in the struggle, and only a handful of the town’s residents had sustained injuries. Oranoan, having slain a his fair share of invaders, was thrilled to have helped his hometown. He’d sustained a wound on his back, which was quickly treated by a cleric of the town. The resulting scar was deemed lucky by those who’d been involved in the fight. Oranoan and his young friends were congratulated by their elders for their efforts, and their town celebrated their great victory the following night.
Amid the feasting and merriment, however, Oranoan couldn’t help but consider his situation. This quiet, tiny town… it had never before seen a raid by Kobolds such as that, and would likely never see such combat for the remainder of his lifetime. Even in their massive numbers, they were easily crushed by Silverkeep’s warrior force. If ever he wanted to feel the thrill of real combat again… well, it wouldn’t be in Silverkeep.
Only a few weeks later, Rogma announced to the town that she would be going on some sort of journey into the southern half of the continent. Only the most out-of-touch townsfolk wondered where she’d be off to; Her son had proven himself competent and capable of combat, and the wretched bard was likely still wandering in the south. It was clear to many that Rogma intended to locate her ex-lover and dole out justice. As she walked out of town, everyone seeing her off completely understood her need for closure, including her son. In fact, her departure only strengthened Oranoan’s desire to seek his own adventure in some other part of the world. A few days after Rogma’s journey began, Oranoan gathered his things, said his goodbyes, and made his own way down southward.
For several months, Oranoan Koruldesh explored the wilds, visited towns, and helped the people of the region however he could. Most of the time, of course, he helped by laying waste to vile monsters that threatened to do harm to the good people of whatever town he was currently visiting. While no town was without prejudiced Humans and Elves, no one could deny that Oranoan was a deeply helpful force, and his presence became appreciated, even by those who’d normally not be welcoming to those of Orcish blood. However, his journeys were not without strife…
On what originally seemed like a routine trip to a town of Gnomes, Oranoan was approached by a elderly wizard who asked of him a simple favor. Near the town’s outskirts, an ancient tomb held a magical artefact holding many secrets. It would be dangerous work, but the wizard promised an ungodly sum of gold in exchange. The Half-Orc prepared himself for what would surely be a difficult mission. With haste, he entered the dungeon and made his way to the central chamber. He fought hard against undead abominations and deadly monsters before he finally found the item he’d been seeking. After a few hours of spelunking and fighting, he finally exited the cavernous tomb. As he felt sunlight upon his face again, however, a searing pain burst out at his back. He collapsed, barely conscious as he watched his employer walk up from behind, take the artefact, and grin.
Oranoan looked on in pain as the wizard explain that the payment was a falsehood, and that he’d be killing the Half-Orc and using his corpse for necromantic experiments. Just as he was sure he’d die, a small mob of Gnomes from the town came running to the tomb. As they approached, the wizard cast a spell and disappeared without a trace. The mob took Oranoan back to the town, where he was treated for his wounds. They apologized that their town was host to such a monstrous magician, explaining that he’d used magic to manipulate the town before. Oranoan cared little about the circumstances; He didn’t blame the townsfolk, of course, but the hatred of the arcane that stories of his father had imprinted upon him was only strengthened by this ambush.
Oranoan stayed in the town for about three weeks as his wounds healed fully. Then, word came to him of a nearby city known as Absalom. Apparently under siege by numerous undead, the city seemed to be a perfect place to resume his adventures. He left the Gnomish town at once, sticking to the most direct routes to this new city...
</div>
=='''<font size="6">Personality</font>'''==
As far as Half-Orc Barbarians are concerned, Oranoan is amazingly relaxed, most of the time. His tone is often reserved and calm, and he usually speaks with low volume. He only ever raises his voice when extremely excited, whether this excitement is joyful or wrathful. Taught from a young age to care for and compete with his peers, Oranoan is prone to pushing others past their limits, and always encourages his allies to do their absolute best. He finds that life has two great pleasures: Monster-Slaying and Adventuring. Oranoan is quick to join dungeon-roaming parties, and often seeks a fun fight whereever he goes. Gold, favors, rewards in general, those are things that come second to the thrill of the fight!
Despite a number of negative run-ins with magic users, this Half-Orc's disdain for magic is only surface-level. He believes, in part, that magic is a tool used primarily by theives, brigands, and charlatans. Honorable warriors, in his mind, should keep away from using arcane magic in their fights, as a duel between rivals should remain balanced in favor of he who is strongest. Oranoan understands fully that magic is a powerful tool when used by the right people, but distrusts weaker individuals who may use it to manipulate others and cheat their way to wealth or affection. Often, he will deny arcane help from magicians and wizards, as he prefers to rely on his own, raw power to overcome obstacles.
[[Category:Player Characters]]
[[Category:Characters]]
6jvn34kmfwzjvdk1fk7tvxii8cezv2n
Orenzio
0
170
306
2018-12-09T21:25:05Z
Ninjanewt
37453132
Started the page
306
wikitext
text/x-wiki
Background
For as long as Orenzio can remember,
things have always been, interesting. His early years were filled
with the normal things, family, friends, learning all he could. It
was all very mundane. Then, for some fickle turn of fate, he caught
her eye. Phaio was a nymph, and before he realized what was
happening, he had been whisked away to the first realm. For a time,
it was magical. Learning what he could, playing, reveling at times.
But, eventually she was tired of him, and some other fey took
advantage of this. Orenzio doesn't like bugs now. He woke up one
day in a massive pit, a sea of vermin surrounding him. What felt like
three days passed as he struggled to get out.
Once freed from the pit, he found that
he was no longer in the fey realm. Or the right nation. Or even the
right time. What he realized, time here had passed very differently
than where he was. A gnome out of time, by several thousand years,
give or take a few centuries. His life was dust, blowing in the
wind.
The Story So far
Orenzio has wandered for at least a few
decades, studying the buildings and techniques used to build them.
He still doesn't know why he decides to make his way to Absalom,
other than he has already seen a great many capitals.
Appearance
Taller than most gnomes, but not by
much. If its not a formal occasion, he is typically in some sort of
work outfit that still has either dirt, dust, soot or some
combination on it, due to the very nature of what he does. His nose
seems to get more attention than his large “knife-ears”. Tanned
skin, but not to crispy, his hands also show the callused and scars
of hard work.
Personality
Generally of a positive disposition, he
does have bouts of melancholy. Even though he is still on the
younger side of gnomes, his disposition is more reminiscent of one
much older.
Relationships
Fresh off the boat...
8kl3ni84urm4uq45a0as2r2c8net36i
310
306
2018-12-09T21:25:24Z
Ninjanewt
37453132
Adding categories
310
wikitext
text/x-wiki
Background
For as long as Orenzio can remember,
things have always been, interesting. His early years were filled
with the normal things, family, friends, learning all he could. It
was all very mundane. Then, for some fickle turn of fate, he caught
her eye. Phaio was a nymph, and before he realized what was
happening, he had been whisked away to the first realm. For a time,
it was magical. Learning what he could, playing, reveling at times.
But, eventually she was tired of him, and some other fey took
advantage of this. Orenzio doesn't like bugs now. He woke up one
day in a massive pit, a sea of vermin surrounding him. What felt like
three days passed as he struggled to get out.
Once freed from the pit, he found that
he was no longer in the fey realm. Or the right nation. Or even the
right time. What he realized, time here had passed very differently
than where he was. A gnome out of time, by several thousand years,
give or take a few centuries. His life was dust, blowing in the
wind.
The Story So far
Orenzio has wandered for at least a few
decades, studying the buildings and techniques used to build them.
He still doesn't know why he decides to make his way to Absalom,
other than he has already seen a great many capitals.
Appearance
Taller than most gnomes, but not by
much. If its not a formal occasion, he is typically in some sort of
work outfit that still has either dirt, dust, soot or some
combination on it, due to the very nature of what he does. His nose
seems to get more attention than his large “knife-ears”. Tanned
skin, but not to crispy, his hands also show the callused and scars
of hard work.
Personality
Generally of a positive disposition, he
does have bouts of melancholy. Even though he is still on the
younger side of gnomes, his disposition is more reminiscent of one
much older.
Relationships
Fresh off the boat...
[[Category:Player Characters]]
oms45jvn66qj8j6l9nl9gwp5ztmxajv
313
310
2018-12-09T21:36:54Z
Ninjanewt
37453132
313
wikitext
text/x-wiki
{{infobox character
| name =Orenzio
| image =[[File:Mff-luchorpan.jpg|thumb|200px]]
| imagecaption =
| playedby =Ninjanewt
| alignment =NG
| deity =Shelyn
| age =100
| race =Gnome
| gender =Male
| height =3'9"
| weight =37 lbs
| eyes =Emerald
}}
'''Background'''
For as long as Orenzio can remember,
things have always been, interesting. His early years were filled
with the normal things, family, friends, learning all he could. It
was all very mundane. Then, for some fickle turn of fate, he caught
her eye. Phaio was a nymph, and before he realized what was
happening, he had been whisked away to the first realm. For a time,
it was magical. Learning what he could, playing, reveling at times.
But, eventually she was tired of him, and some other fey took
advantage of this. Orenzio doesn't like bugs now. He woke up one
day in a massive pit, a sea of vermin surrounding him. What felt like
three days passed as he struggled to get out.
Once freed from the pit, he found that
he was no longer in the fey realm. Or the right nation. Or even the
right time. What he realized, time here had passed very differently
than where he was. A gnome out of time, by several thousand years,
give or take a few centuries. His life was dust, blowing in the
wind.
'''The Story So far'''
Orenzio has wandered for at least a few
decades, studying the buildings and techniques used to build them.
He still doesn't know why he decides to make his way to Absalom,
other than he has already seen a great many capitals.
'''Appearance'''
Taller than most gnomes, but not by
much. If its not a formal occasion, he is typically in some sort of
work outfit that still has either dirt, dust, soot or some
combination on it, due to the very nature of what he does. His nose
seems to get more attention than his large “knife-ears”. Tanned
skin, but not to crispy, his hands also show the callused and scars
of hard work.
'''Personality'''
Generally of a positive disposition, he
does have bouts of melancholy. Even though he is still on the
younger side of gnomes, his disposition is more reminiscent of one
much older.
'''Relationships'''
Fresh off the boat...
[[Category:Player Characters]]
4h2ovviscn267g3gs8yxmqvghtwfnjv
Perceval Eiredor
0
544
1102
2020-03-19T03:38:59Z
ExplodingLemon37
43641585
start
1102
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
== Personality ==
== Background ==
== Relationships ==
1s11wle3wjgi0ht91l68dx8u09pujtb
1103
1102
2020-03-19T05:22:17Z
ExplodingLemon37
43641585
1103
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
== Background ==
== Relationships ==
rjnkj9gj09d3rmp6ii5ktgapz2sztke
1105
1103
2020-03-19T05:29:29Z
ExplodingLemon37
43641585
1105
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
== Background ==
[[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
3gxinq1x3n1ofm58vif44d3l1229rwu
1106
1105
2020-03-19T06:39:21Z
ExplodingLemon37
43641585
1106
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
[[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
3enrtlwktk1lrqxqe4qx4u8k0acpqmt
1108
1106
2020-03-19T18:58:46Z
ExplodingLemon37
43641585
1108
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
[https://pathfinderwiki.com/wiki/House_Eiredor]
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
39ac8bnxbwv5nttajj3qq9va76rksvp
1109
1108
2020-03-19T18:59:36Z
ExplodingLemon37
43641585
1109
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor[https://pathfinderwiki.com/wiki/House_Eiredor]- Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
fnc375g2g27iigb99vgrvj9oiq860h1
1110
1109
2020-03-19T19:00:17Z
ExplodingLemon37
43641585
1110
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredorhttps://pathfinderwiki.com/wiki/House_Eiredor- Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
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1111
1110
2020-03-19T19:00:52Z
ExplodingLemon37
43641585
1111
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor - Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties.[https://pathfinderwiki.com/wiki/House_Eiredor]
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
owtgxihdeircj5a0q7yv7m2qno4u4uu
1112
1111
2020-03-19T19:01:57Z
ExplodingLemon37
43641585
1112
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor - Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties.[http://www.pathfinderwiki.com/wiki/House_Eiredor]
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
3sw71untuwk5xlvf7555db1ted308cr
1113
1112
2020-03-19T19:03:19Z
ExplodingLemon37
43641585
1113
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor - Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. https://pathfinderwiki.com/wiki/House_Eiredor
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
54sf03qpbb95dh3y5m1300gwax9gyck
1114
1113
2020-03-19T19:05:31Z
ExplodingLemon37
43641585
1114
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor - Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.<ref>https://pathfinderwiki.com/wiki/House_Eiredor</ref>
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
ijiq4sncuy5ma83tx9f4542r5i7gz7g
1115
1114
2020-03-19T19:06:07Z
ExplodingLemon37
43641585
1115
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
House Eiredor - Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.<ref>https://pathfinderwiki.com/wiki/House_Eiredor</ref>
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
<references />
lt8iy4qtnoi83chpzvkn49biguu9dx3
1116
1115
2020-03-19T19:44:59Z
ExplodingLemon37
43641585
1116
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. His early childhood was like many young nobles - raised by his family, tutored by a priest of Iomedae, and focused on the basics of both leadership and combat. Perceval took particularly well to Taldan folklore of knights and dragons, and spent a lot of time reading his tutor's book collection. Upon reaching his 7th year, he learned a truth regarding his birth. His parents had dedicated his soul to the Inheritor, and she had seen fit to bless him with a gift. Should he reach knighthood and continue to follow in her ideals, she left an ancient sword from the days of Aroden to guide his path. He left his home to serve as a page not long afterwards.
During his tenure as a page and continuing on into his years as a squire, Perceval continued to grow in both strength and character. However, the shadow of his family continued to loom over him. As a young scion of House Eiredor, he was expected to further the reputation and honor of his family wherever he went. While others might have the opportunity to run amok or enjoy a little havoc, an Eiredor needed to hold him or herself to a higher standard befitting their noble heritage. After several minor conflicts resulted in the loss of friends and fellow squires, Perceval could no longer bear to leave his fallen comrades to the clerics--feeling a deep compulsion to protect them himself. He would not lose another friend--not if he could help it.
When his tactical and combat training was finally complete, he prepared to spend the final steps of his preparation for knighthood in the traditional manner. Alone and unarmored, he conducted a prayer vigil in the chapel of Iomedae within his family lands--and it was during this vigil that he received both the promised sword and a vision from the Lady of Valor herself. Shortly afterward, he left Taldor on the first ship to Absalom--the center of the world and an appropriate place to seek the adventure and legend like the tales of old. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
=== House Eiredor ===
Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
om9aw9pp4uwto0axzojsiy4qz0vjk7t
1117
1116
2020-03-19T19:45:31Z
ExplodingLemon37
43641585
1117
wikitext
text/x-wiki
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}
== Description ==
Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. His early childhood was like many young nobles - raised by his family, tutored by a priest of Iomedae, and focused on the basics of both leadership and combat. Perceval took particularly well to Taldan folklore of knights and dragons, and spent a lot of time reading his tutor's book collection. Upon reaching his 7th year, he learned a truth regarding his birth. His parents had dedicated his soul to the Inheritor, and she had seen fit to bless him with a gift. Should he reach knighthood and continue to follow in her ideals, she left an ancient sword from the days of Aroden to guide his path. He left his home to serve as a page not long afterwards.
During his tenure as a page and continuing on into his years as a squire, Perceval continued to grow in both strength and character. However, the shadow of his family continued to loom over him. As a young scion of House Eiredor, he was expected to further the reputation and honor of his family wherever he went. While others might have the opportunity to run amok or enjoy a little havoc, an Eiredor needed to hold him or herself to a higher standard befitting their noble heritage. After several minor conflicts resulted in the loss of friends and fellow squires, Perceval could no longer bear to leave his fallen comrades to the clerics--feeling a deep compulsion to protect them himself. He would not lose another friend--not if he could help it.
When his tactical and combat training was finally complete, he prepared to spend the final steps of his preparation for knighthood in the traditional manner. Alone and unarmored, he conducted a prayer vigil in the chapel of Iomedae within his family lands--and it was during this vigil that he received both the promised sword and a vision from the Lady of Valor herself. Shortly afterward, he left Taldor on the first ship to Absalom--the center of the world and an appropriate place to seek the adventure and legend like the tales of old. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
=== House Eiredor ===
Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
__FORCETOC__
908qem5sss3jekmbtd2cpcyh8xy8lw3
1118
1117
2020-03-19T19:45:51Z
ExplodingLemon37
43641585
1118
wikitext
text/x-wiki
== Description ==
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. His early childhood was like many young nobles - raised by his family, tutored by a priest of Iomedae, and focused on the basics of both leadership and combat. Perceval took particularly well to Taldan folklore of knights and dragons, and spent a lot of time reading his tutor's book collection. Upon reaching his 7th year, he learned a truth regarding his birth. His parents had dedicated his soul to the Inheritor, and she had seen fit to bless him with a gift. Should he reach knighthood and continue to follow in her ideals, she left an ancient sword from the days of Aroden to guide his path. He left his home to serve as a page not long afterwards.
During his tenure as a page and continuing on into his years as a squire, Perceval continued to grow in both strength and character. However, the shadow of his family continued to loom over him. As a young scion of House Eiredor, he was expected to further the reputation and honor of his family wherever he went. While others might have the opportunity to run amok or enjoy a little havoc, an Eiredor needed to hold him or herself to a higher standard befitting their noble heritage. After several minor conflicts resulted in the loss of friends and fellow squires, Perceval could no longer bear to leave his fallen comrades to the clerics--feeling a deep compulsion to protect them himself. He would not lose another friend--not if he could help it.
When his tactical and combat training was finally complete, he prepared to spend the final steps of his preparation for knighthood in the traditional manner. Alone and unarmored, he conducted a prayer vigil in the chapel of Iomedae within his family lands--and it was during this vigil that he received both the promised sword and a vision from the Lady of Valor herself. Shortly afterward, he left Taldor on the first ship to Absalom--the center of the world and an appropriate place to seek the adventure and legend like the tales of old. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
=== House Eiredor ===
Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
__FORCETOC__
5fl3feseapoxcz69v56ap3f75ebvxja
1119
1118
2020-03-19T19:46:01Z
ExplodingLemon37
43641585
1119
wikitext
text/x-wiki
=== Description ===
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. His early childhood was like many young nobles - raised by his family, tutored by a priest of Iomedae, and focused on the basics of both leadership and combat. Perceval took particularly well to Taldan folklore of knights and dragons, and spent a lot of time reading his tutor's book collection. Upon reaching his 7th year, he learned a truth regarding his birth. His parents had dedicated his soul to the Inheritor, and she had seen fit to bless him with a gift. Should he reach knighthood and continue to follow in her ideals, she left an ancient sword from the days of Aroden to guide his path. He left his home to serve as a page not long afterwards.
During his tenure as a page and continuing on into his years as a squire, Perceval continued to grow in both strength and character. However, the shadow of his family continued to loom over him. As a young scion of House Eiredor, he was expected to further the reputation and honor of his family wherever he went. While others might have the opportunity to run amok or enjoy a little havoc, an Eiredor needed to hold him or herself to a higher standard befitting their noble heritage. After several minor conflicts resulted in the loss of friends and fellow squires, Perceval could no longer bear to leave his fallen comrades to the clerics--feeling a deep compulsion to protect them himself. He would not lose another friend--not if he could help it.
When his tactical and combat training was finally complete, he prepared to spend the final steps of his preparation for knighthood in the traditional manner. Alone and unarmored, he conducted a prayer vigil in the chapel of Iomedae within his family lands--and it was during this vigil that he received both the promised sword and a vision from the Lady of Valor herself. Shortly afterward, he left Taldor on the first ship to Absalom--the center of the world and an appropriate place to seek the adventure and legend like the tales of old. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
=== House Eiredor ===
Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
__FORCETOC__
h9fugbz4ea67r6oxs7hx19n0lgh0xrf
1120
1119
2020-03-19T19:46:20Z
ExplodingLemon37
43641585
1120
wikitext
text/x-wiki
== Description ==
{{Infobox_character|name = Perceval Eiredor|image = PercevalEiredor.png|affiliation = Taldor, House Eiredor|marital = Single|birthPlace = Oppara, Taldor|species = Human|gender = Male|height = 6'4|weight = 203|eyes = Blue}}Perceval Eiredor is a tall, well-built man whose noble bearing betrays his heritage. After spending his childhood training for noble courts and the knighthood, he strives to carry himself like one of the legendary knights popular in Taldan folklore. His shoulder-length blonde hair is so pale that it almost matches the whiteness of his cloak and armor. At his hip he carries an ornate, yet ancient longsword--a symbol of both his dedication to the Inheritor and her trust in him.
When he is not wearing his armor, Perceval prefers white garments with reddish accents in honor of his noble house--and can rarely be found without the golden dragon of House Eiredor making it's presence known.
== Personality ==
Warm and lighthearted with his friends while stern and unyielding with his foes, Perceval strives to be a chivalrous knight like one would find in an old Taldan folktale. His ideals, his values, and his honor are the three pillars by which he guides his actions--modeled upon the legends of old and the teachings of Iomedae. Others around him might rely on betrayal, lies, and deceit, but as a knight he must hold himself to a higher standard.
== Background ==
Perceval spent his childhood between Oppara, the City of Empire, and his family's estates in western Taldor. His early childhood was like many young nobles - raised by his family, tutored by a priest of Iomedae, and focused on the basics of both leadership and combat. Perceval took particularly well to Taldan folklore of knights and dragons, and spent a lot of time reading his tutor's book collection. Upon reaching his 7th year, he learned a truth regarding his birth. His parents had dedicated his soul to the Inheritor, and she had seen fit to bless him with a gift. Should he reach knighthood and continue to follow in her ideals, she left an ancient sword from the days of Aroden to guide his path. He left his home to serve as a page not long afterwards.
During his tenure as a page and continuing on into his years as a squire, Perceval continued to grow in both strength and character. However, the shadow of his family continued to loom over him. As a young scion of House Eiredor, he was expected to further the reputation and honor of his family wherever he went. While others might have the opportunity to run amok or enjoy a little havoc, an Eiredor needed to hold him or herself to a higher standard befitting their noble heritage. After several minor conflicts resulted in the loss of friends and fellow squires, Perceval could no longer bear to leave his fallen comrades to the clerics--feeling a deep compulsion to protect them himself. He would not lose another friend--not if he could help it.
When his tactical and combat training was finally complete, he prepared to spend the final steps of his preparation for knighthood in the traditional manner. Alone and unarmored, he conducted a prayer vigil in the chapel of Iomedae within his family lands--and it was during this vigil that he received both the promised sword and a vision from the Lady of Valor herself. Shortly afterward, he left Taldor on the first ship to Absalom--the center of the world and an appropriate place to seek the adventure and legend like the tales of old. [[File:EiredorFlag.jpg|left|thumb|345x345px|The Banner of House Eiredor]]
== Relationships ==
This section to be filled out as I remember to chronicle the people he meets and his opinions/relationship to them.
=== House Eiredor ===
Perceval's Noble Family, hailing from Taldor, and the source of his Family Ties. The Eiredor family maintains it's own house knights, who shine on parade grounds and in competitions. Members of the family are sought after for marriage, as that is seen as an easy way to a prominent position in Taldor.
== Adventures ==
This section to be completed as I remember to write down major events he was involved with.
__FORCETOC__
5fl3feseapoxcz69v56ap3f75ebvxja
Phoebe Fulgur
0
131
202
2018-09-30T12:01:21Z
Indrick Ballerale
35008465
Created page
202
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = Phoebe.png|caption1 = The Paladin of Apsu|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
== The Story so Far ==
== Appearance ==
== Personality ==
== Relationships ==
2mg47f20b88kklgu7k40x0gvzepct7e
203
202
2018-09-30T21:58:08Z
Indrick Ballerale
35008465
Backstory
203
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = Phoebe.png|caption1 = The Paladin of Apsu|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
=== Early Childhood. ===
Phoebe Fulgur, now a Paladin of Apsu, was born in Oppara, in the decaying empire of Taldor. Her family was a formerly prosperous noble house, esteemed due to their relationship to metallic dragons and Apsu Himself, though her family's fortunes and status had been squandered and damaged almost beyond repair. Despite these setbacks, her family tried to give her and her brothers a good life, raising them to be courageous and good people.
=== Flight to Minkai. ===
However, their content family life was not to last, as one month after her 11th birthday, her Family's enemies moved against them, and to protect them, her parents sent her and her older brother to Minkai, him to learn arcane magic, and her to learn the way of the Scaled Fist.
As soon as they arrived in Minkai, she and her brother were separated, promising to meet each other at least once a year, with her brother heading to the capital, while she was taken to the monasteries of the Scaled Fist, seeking to emulate the Dragons that her family used to relate to.
=== Training ===
Her training, as with most in her monastery, was thorough, instilling into her a sense of work and dedication to her cause, yet the very nature of the Scaled Fist monastery, in contrast to most of the other monk monasteries, allowed her to maintain the majority of her personality and exuberance intact, seeing how they relied more on force of personality, rather than force of will.
So, as she trained her body in the ways of the Dragons, she kept herself sharp by practicing art, finding solace in dancing, which she assimilated to her monastic training regimen, a fact her teachers encouraged, for it greatly aided her in mastering her forms, allowing her to equalize to her peers, some of whom had been training for almost their entire life.
=== Last reminder of home ===
Despite her intense training, she was able to keep her promise to her brother, with whom she met once a year, on the anniversary of their arrival in Minkai. For Phoebe, such moments were like an ocean of calm, where she could rely on her brother's godlike patience to act as a foil for her decidedly more brash and impulsive demeanor. Furthermore, he was her last reminder of home, the land where their parents still lived in, now completely cast out, leading to their second promise: One to return to Taldor and restore their family's honor.
=== Prophecy of Dismay ===
On the fourth year of her training, Phoebe was introduced to more advanced forms of meditation, where it was said that if one concentrated hard enough, they'd be able to see a prophecy of the future, though few, if any at all had ever reached such a level. Through a stroke of luck, (Whether good or bad remains to be seen), or Divine intervention, Phoebe saw a vision of a future during her very first session, a vision of a bleak future she has not detailed to anyone at all, but after that day, her eyes were always warier, ever watching, even if there was nothing she could do about it.
=== Rise to service. ===
Three years after receiving that vision, Phoebe went on a pilgrimage, as most members of her monastery would, to meet with one of the metallic dragons of the area, a Bronze Great Wyrm. Residing within a massive freshwater lake, this specimen of Dragonkind was revered as a local patron by many, seeing as it protected them from the less savory supernatural creatures in the area. During the pilgrimage, each aspiring monk would present themselves to the wyrm, and It would judge them worthy or unworthy. When it was Phoebe's turn, the ancient dragon paused, deep in thought, as it asked for Phoebe's full name. Upon hearing it, the dragon immediately judged her more than worthy, raising her to become a warrior of Apsu. When asked why, the Wyrm cryptically cited family matters.
=== Departure from the temple, and return to the Inner Sea ===
After her rise to service, she remained at the temple for two more years, finally earning her spot as a fully trained Monk, and gaining the right to wander Golarion, seeking to spread the teachings of the Scaled Fist.
With a last visit to her brother, who promised to follow her back as soon as he could, she departed from Minkai back towards Golarion to start rebuilding the name of her family, and what better way than the city host to the Starstone Cathedral?
== The Story so Far ==
Nothing of importance.
== Appearance ==
Phoebe is a somewhat short girl, with long, somewhat unkempt chestnut hair, and deep, caring hazel eyes. However, most say that her best feature is her smile, which rarely leaves her face, and gives her the appearance of an open, trustworthy individual.
== Personality ==
== Relationships ==
taietsftdfwmxa0cfaoah8weiqvurak
205
203
2018-09-30T22:32:13Z
Indrick Ballerale
35008465
205
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = Enthusiastic2.png|caption1 = The Paladin of Apsu|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
=== Early Childhood. ===
Phoebe Fulgur, now a Paladin of Apsu, was born in Oppara, in the decaying empire of Taldor. Her family was a formerly prosperous noble house, esteemed due to their relationship to metallic dragons and Apsu Himself, though her family's fortunes and status had been squandered and damaged almost beyond repair. Despite these setbacks, her family tried to give her and her brothers a good life, raising them to be courageous and good people.
=== Flight to Minkai. ===
However, their content family life was not to last, as one month after her 11th birthday, her Family's enemies moved against them, and to protect them, her parents sent her and her older brother to Minkai, him to learn arcane magic, and her to learn the way of the Scaled Fist.
As soon as they arrived in Minkai, she and her brother were separated, promising to meet each other at least once a year, with her brother heading to the capital, while she was taken to the monasteries of the Scaled Fist, seeking to emulate the Dragons that her family used to relate to.
=== Training ===
Her training, as with most in her monastery, was thorough, instilling into her a sense of work and dedication to her cause, yet the very nature of the Scaled Fist monastery, in contrast to most of the other monk monasteries, allowed her to maintain the majority of her personality and exuberance intact, seeing how they relied more on force of personality, rather than force of will.
So, as she trained her body in the ways of the Dragons, she kept herself sharp by practicing art, finding solace in dancing, which she assimilated to her monastic training regimen, a fact her teachers encouraged, for it greatly aided her in mastering her forms, allowing her to equalize to her peers, some of whom had been training for almost their entire life.
=== Last reminder of home ===
Despite her intense training, she was able to keep her promise to her brother, with whom she met once a year, on the anniversary of their arrival in Minkai. For Phoebe, such moments were like an ocean of calm, where she could rely on her brother's godlike patience to act as a foil for her decidedly more brash and impulsive demeanor. Furthermore, he was her last reminder of home, the land where their parents still lived in, now completely cast out, leading to their second promise: One to return to Taldor and restore their family's honor.
=== Prophecy of Dismay ===
On the fourth year of her training, Phoebe was introduced to more advanced forms of meditation, where it was said that if one concentrated hard enough, they'd be able to see a prophecy of the future, though few, if any at all had ever reached such a level. Through a stroke of luck, (Whether good or bad remains to be seen), or Divine intervention, Phoebe saw a vision of a future during her very first session, a vision of a bleak future she has not detailed to anyone at all, but after that day, her eyes were always warier, ever watching, even if there was nothing she could do about it.
=== Rise to service. ===
Three years after receiving that vision, Phoebe went on a pilgrimage, as most members of her monastery would, to meet with one of the metallic dragons of the area, a Bronze Great Wyrm. Residing within a massive freshwater lake, this specimen of Dragonkind was revered as a local patron by many, seeing as it protected them from the less savory supernatural creatures in the area. During the pilgrimage, each aspiring monk would present themselves to the wyrm, and It would judge them worthy or unworthy. When it was Phoebe's turn, the ancient dragon paused, deep in thought, as it asked for Phoebe's full name. Upon hearing it, the dragon immediately judged her more than worthy, raising her to become a warrior of Apsu. When asked why, the Wyrm cryptically cited family matters.
=== Departure from the temple, and return to the Inner Sea ===
After her rise to service, she remained at the temple for two more years, finally earning her spot as a fully trained Monk, and gaining the right to wander Golarion, seeking to spread the teachings of the Scaled Fist.
With a last visit to her brother, who promised to follow her back as soon as he could, she departed from Minkai back towards Golarion to start rebuilding the name of her family, and what better way than the city host to the Starstone Cathedral?
== The Story so Far ==
Nothing important so far.
== Appearance ==
Phoebe is a somewhat short girl, with long, somewhat unkempt chestnut hair, and deep, caring hazel eyes. However, most say that her best feature is her smile, which rarely leaves her face, and gives her the appearance of an open, trustworthy individual. Usually, she wears relatively casual clothes, more suited for warm climates, though she is an avid shopper, despite all her teachers' and her brother's efforts, and she will never say no to buying a new outfit, as long as it makes her look good. She has a lithe, yet deceptively strong and hardy build, and although normally she lacks grace, she can dance with the best of them, or at least that's what she says.
== Personality ==
Generally speaking, Phoebe is a confident, charismatic woman. She's very much a people person, always eager to meet new folks, as long as they aren't evil or particularly chaotic. This, as a rule, extends to any and all sentient races, even those inherently malicious, especially if she sees they are making a legitimate effort in overcoming their nature.
Confidence wise, Phoebe is a proud girl, who will never back down from a challenge, especially if issued from the other side of a battlefield. This pride is especially tickly in regards to her strength of character and her religion, considering how few humanoids worship the Father of Dragons.
However, her personality suffers a paradigm shift the moment battle is invoked. She becomes alert, determined, and absolutely implacable. Furthermore, this 5'3" girl can intimidate grown men into submission, and if that doesn't work? she will beat that fear into them with her bare, electrified hands.
== Relationships ==
She's become shopping buddies with Verus and Jaci, though she feels that the latter should dress more like a guy. She's also a huge fan of Ines and his work, and hopes she's able to buy more of his fantastic creations later on.
On the family side of things, Phoebe still loves her parents dearly, and thinks often of them, even if she can't go and help them as she currently stands. Furthermore, her brother is literally her favorite person in the world, and she'd protect him to her last breath, because even if he's older, he's not as inclined to physical confrontation as she is.
On the less amicable side of the spectrum, Phoebe despises what Taldor has become, and all the nobles within it, up to the current regent, and while she has no aspirations nor designs upon the throne, she wishes that there was a more capable government in charge.
dprs51oztpa6q3lzh3m56vq41522dgj
206
205
2018-09-30T22:45:40Z
Indrick Ballerale
35008465
sparky eyes+relationships
206
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = Enthusiastic2.png|caption1 = The Paladin of Apsu|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
=== Early Childhood. ===
Phoebe Fulgur, now a Paladin of Apsu, was born in Oppara, in the decaying empire of Taldor. Her family was a formerly prosperous noble house, esteemed due to their relationship to metallic dragons and Apsu Himself, though her family's fortunes and status had been squandered and damaged almost beyond repair. Despite these setbacks, her family tried to give her and her brothers a good life, raising them to be courageous and good people.
=== Flight to Minkai. ===
However, their content family life was not to last, as one month after her 11th birthday, her Family's enemies moved against them, and to protect them, her parents sent her and her older brother to Minkai, him to learn arcane magic, and her to learn the way of the Scaled Fist.
As soon as they arrived in Minkai, she and her brother were separated, promising to meet each other at least once a year, with her brother heading to the capital, while she was taken to the monasteries of the Scaled Fist, seeking to emulate the Dragons that her family used to relate to.
=== Training ===
Her training, as with most in her monastery, was thorough, instilling into her a sense of work and dedication to her cause, yet the very nature of the Scaled Fist monastery, in contrast to most of the other monk monasteries, allowed her to maintain the majority of her personality and exuberance intact, seeing how they relied more on force of personality, rather than force of will.
So, as she trained her body in the ways of the Dragons, she kept herself sharp by practicing art, finding solace in dancing, which she assimilated to her monastic training regimen, a fact her teachers encouraged, for it greatly aided her in mastering her forms, allowing her to equalize to her peers, some of whom had been training for almost their entire life.
=== Last reminder of home ===
Despite her intense training, she was able to keep her promise to her brother, with whom she met once a year, on the anniversary of their arrival in Minkai. For Phoebe, such moments were like an ocean of calm, where she could rely on her brother's godlike patience to act as a foil for her decidedly more brash and impulsive demeanor. Furthermore, he was her last reminder of home, the land where their parents still lived in, now completely cast out, leading to their second promise: One to return to Taldor and restore their family's honor.
=== Prophecy of Dismay ===
On the fourth year of her training, Phoebe was introduced to more advanced forms of meditation, where it was said that if one concentrated hard enough, they'd be able to see a prophecy of the future, though few, if any at all had ever reached such a level. Through a stroke of luck, (Whether good or bad remains to be seen), or Divine intervention, Phoebe saw a vision of a future during her very first session, a vision of a bleak future she has not detailed to anyone at all, but after that day, her eyes were always warier, ever watching, even if there was nothing she could do about it.
=== Rise to service. ===
Three years after receiving that vision, Phoebe went on a pilgrimage, as most members of her monastery would, to meet with one of the metallic dragons of the area, a Bronze Great Wyrm. Residing within a massive freshwater lake, this specimen of Dragonkind was revered as a local patron by many, seeing as it protected them from the less savory supernatural creatures in the area. During the pilgrimage, each aspiring monk would present themselves to the wyrm, and It would judge them worthy or unworthy. When it was Phoebe's turn, the ancient dragon paused, deep in thought, as it asked for Phoebe's full name. Upon hearing it, the dragon immediately judged her more than worthy, raising her to become a warrior of Apsu. When asked why, the Wyrm cryptically cited family matters.
=== Departure from the temple, and return to the Inner Sea ===
After her rise to service, she remained at the temple for two more years, finally earning her spot as a fully trained Monk, and gaining the right to wander Golarion, seeking to spread the teachings of the Scaled Fist.
With a last visit to her brother, who promised to follow her back as soon as he could, she departed from Minkai back towards Golarion to start rebuilding the name of her family, and what better way than the city host to the Starstone Cathedral?
== The Story so Far ==
Nothing important so far.
== Appearance ==
Phoebe is a somewhat short girl, with long, somewhat unkempt chestnut hair, and deep, caring hazel eyes. However, her eyes are constantly surrounded by electric sparks and short bursts of lightning, intensifying as her emotions do, which means that in battle, her eyes become orbs of pure blue, inspiring fear in all her enemies.
In spite of all this, most say that her best feature is her smile, which rarely leaves her face, and gives her the appearance of an open, trustworthy individual.
Usually, she wears relatively casual clothes, more suited for warm climates, though she is an avid shopper, despite all her teachers' and her brother's efforts, and she will never say no to buying a new outfit, as long as it makes her look good.
She has a lithe, yet deceptively strong and hardy build, and although normally she lacks grace, she can dance with the best of them, or at least that's what she says.
== Personality ==
Generally speaking, Phoebe is a confident, charismatic woman. She's very much a people person, always eager to meet new folks, as long as they aren't evil or particularly chaotic. This, as a rule, extends to any and all sentient races, even those inherently malicious, especially if she sees they are making a legitimate effort in overcoming their nature.
Confidence wise, Phoebe is a proud girl, who will never back down from a challenge, especially if issued from the other side of a battlefield. This pride is especially tickly in regards to her strength of character and her religion, considering how few humanoids worship the Father of Dragons.
However, her personality suffers a paradigm shift the moment battle is invoked. She becomes alert, determined, and absolutely implacable. Furthermore, this 5'3" girl can intimidate grown men into submission, and if that doesn't work? she will beat that fear into them with her bare, electrified hands.
== Relationships ==
She's become shopping buddies with Verus and Jaci, though she feels that the latter should dress more like a guy. She's also a huge fan of Ines and his work, and hopes she's able to buy more of his fantastic creations later on.
On the alcohol side of things, she has acquired a drinking buddy, the absolute behemoth of a woman that is Hel, and is eventually hoping to beat her in a drinking competition, even if deep down she knows this might never be more than a pipe dream. She's also met the half-orc Ulgar, who Phoebe wishes to properly educate on exactly why civilization, law, and order beat out savagery, chaos, and primal impulses. Furthermore, she met Dala before her transformation, and was pleasantly surprised by the Catfolk and her strange, mechanical implants.
On the family side of things, Phoebe still loves her parents dearly, and thinks often of them, even if she can't go and help them as she currently stands. Furthermore, her brother is literally her favorite person in the world, and she'd protect him to her last breath, because even if he's older, he's not as inclined to physical confrontation as she is.
On the less amicable side of the spectrum, Phoebe despises what Taldor has become, and all the nobles within it, up to the current regent, and while she has no aspirations nor designs upon the throne, she wishes that there was a more capable government in charge.
ri3ao9t6d1c65luej0ph6l4114jnibm
219
206
2018-10-07T16:55:43Z
Indrick Ballerale
35008465
new pic
219
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = PhoebeFinalBloo.png|caption1 = The Lady of Lightning|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
=== Early Childhood. ===
Phoebe Fulgur, now a Paladin of Apsu, was born in Oppara, in the decaying empire of Taldor. Her family was a formerly prosperous noble house, esteemed due to their relationship to metallic dragons and Apsu Himself, though her family's fortunes and status had been squandered and damaged almost beyond repair. Despite these setbacks, her family tried to give her and her brothers a good life, raising them to be courageous and good people.
=== Flight to Minkai. ===
However, their content family life was not to last, as one month after her 11th birthday, her Family's enemies moved against them, and to protect them, her parents sent her and her older brother to Minkai, him to learn arcane magic, and her to learn the way of the Scaled Fist.
As soon as they arrived in Minkai, she and her brother were separated, promising to meet each other at least once a year, with her brother heading to the capital, while she was taken to the monasteries of the Scaled Fist, seeking to emulate the Dragons that her family used to relate to.
=== Training ===
Her training, as with most in her monastery, was thorough, instilling into her a sense of work and dedication to her cause, yet the very nature of the Scaled Fist monastery, in contrast to most of the other monk monasteries, allowed her to maintain the majority of her personality and exuberance intact, seeing how they relied more on force of personality, rather than force of will.
So, as she trained her body in the ways of the Dragons, she kept herself sharp by practicing art, finding solace in dancing, which she assimilated to her monastic training regimen, a fact her teachers encouraged, for it greatly aided her in mastering her forms, allowing her to equalize to her peers, some of whom had been training for almost their entire life.
=== Last reminder of home ===
Despite her intense training, she was able to keep her promise to her brother, with whom she met once a year, on the anniversary of their arrival in Minkai. For Phoebe, such moments were like an ocean of calm, where she could rely on her brother's godlike patience to act as a foil for her decidedly more brash and impulsive demeanor. Furthermore, he was her last reminder of home, the land where their parents still lived in, now completely cast out, leading to their second promise: One to return to Taldor and restore their family's honor.
=== Prophecy of Dismay ===
On the fourth year of her training, Phoebe was introduced to more advanced forms of meditation, where it was said that if one concentrated hard enough, they'd be able to see a prophecy of the future, though few, if any at all had ever reached such a level. Through a stroke of luck, (Whether good or bad remains to be seen), or Divine intervention, Phoebe saw a vision of a future during her very first session, a vision of a bleak future she has not detailed to anyone at all, but after that day, her eyes were always warier, ever watching, even if there was nothing she could do about it.
=== Rise to service. ===
Three years after receiving that vision, Phoebe went on a pilgrimage, as most members of her monastery would, to meet with one of the metallic dragons of the area, a Bronze Great Wyrm. Residing within a massive freshwater lake, this specimen of Dragonkind was revered as a local patron by many, seeing as it protected them from the less savory supernatural creatures in the area. During the pilgrimage, each aspiring monk would present themselves to the wyrm, and It would judge them worthy or unworthy. When it was Phoebe's turn, the ancient dragon paused, deep in thought, as it asked for Phoebe's full name. Upon hearing it, the dragon immediately judged her more than worthy, raising her to become a warrior of Apsu. When asked why, the Wyrm cryptically cited family matters.
=== Departure from the temple, and return to the Inner Sea ===
After her rise to service, she remained at the temple for two more years, finally earning her spot as a fully trained Monk, and gaining the right to wander Golarion, seeking to spread the teachings of the Scaled Fist.
With a last visit to her brother, who promised to follow her back as soon as he could, she departed from Minkai back towards Golarion to start rebuilding the name of her family, and what better way than the city host to the Starstone Cathedral?
== The Story so Far ==
Nothing important so far.
== Appearance ==
Phoebe is a somewhat short girl, with long, somewhat unkempt chestnut hair, and deep, caring hazel eyes. However, her eyes are constantly surrounded by electric sparks and short bursts of lightning, intensifying as her emotions do, which means that in battle, her eyes become orbs of pure blue, inspiring fear in all her enemies.
In spite of all this, most say that her best feature is her smile, which rarely leaves her face, and gives her the appearance of an open, trustworthy individual.
Usually, she wears relatively casual clothes, more suited for warm climates, though she is an avid shopper, despite all her teachers' and her brother's efforts, and she will never say no to buying a new outfit, as long as it makes her look good.
She has a lithe, yet deceptively strong and hardy build, and although normally she lacks grace, she can dance with the best of them, or at least that's what she says.
== Personality ==
Generally speaking, Phoebe is a confident, charismatic woman. She's very much a people person, always eager to meet new folks, as long as they aren't evil or particularly chaotic. This, as a rule, extends to any and all sentient races, even those inherently malicious, especially if she sees they are making a legitimate effort in overcoming their nature.
Confidence wise, Phoebe is a proud girl, who will never back down from a challenge, especially if issued from the other side of a battlefield. This pride is especially tickly in regards to her strength of character and her religion, considering how few humanoids worship the Father of Dragons.
However, her personality suffers a paradigm shift the moment battle is invoked. She becomes alert, determined, and absolutely implacable. Furthermore, this 5'3" girl can intimidate grown men into submission, and if that doesn't work? she will beat that fear into them with her bare, electrified hands.
== Relationships ==
She's become shopping buddies with Verus and Jaci, though she feels that the latter should dress more like a guy. She's also a huge fan of Ines and his work, and hopes she's able to buy more of his fantastic creations later on.
On the alcohol side of things, she has acquired a drinking buddy, the absolute behemoth of a woman that is Hel, and is eventually hoping to beat her in a drinking competition, even if deep down she knows this might never be more than a pipe dream. She's also met the half-orc Ulgar, who Phoebe wishes to properly educate on exactly why civilization, law, and order beat out savagery, chaos, and primal impulses. Furthermore, she met Dala before her transformation, and was pleasantly surprised by the Catfolk and her strange, mechanical implants.
On the family side of things, Phoebe still loves her parents dearly, and thinks often of them, even if she can't go and help them as she currently stands. Furthermore, her brother is literally her favorite person in the world, and she'd protect him to her last breath, because even if he's older, he's not as inclined to physical confrontation as she is.
On the less amicable side of the spectrum, Phoebe despises what Taldor has become, and all the nobles within it, up to the current regent, and while she has no aspirations nor designs upon the throne, she wishes that there was a more capable government in charge.
cbjanlp7g3urtzijwys7nszmw4km9b7
220
219
2018-10-11T15:19:15Z
Indrick Ballerale
35008465
/* Appearance */
220
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Phoebe Fulgur|image1 = PhoebeFinalBloo.png|caption1 = The Lady of Lightning|gender = Female|race = Aasimar|class = Paladin [Monk]|alignment = Lawful Good|deity = Apsu|age = 19|height = 5'3"|weight = Rude|hair = Brown|eyes = Brown}}
== Backstory ==
=== Early Childhood. ===
Phoebe Fulgur, now a Paladin of Apsu, was born in Oppara, in the decaying empire of Taldor. Her family was a formerly prosperous noble house, esteemed due to their relationship to metallic dragons and Apsu Himself, though her family's fortunes and status had been squandered and damaged almost beyond repair. Despite these setbacks, her family tried to give her and her brothers a good life, raising them to be courageous and good people.
=== Flight to Minkai. ===
However, their content family life was not to last, as one month after her 11th birthday, her Family's enemies moved against them, and to protect them, her parents sent her and her older brother to Minkai, him to learn arcane magic, and her to learn the way of the Scaled Fist.
As soon as they arrived in Minkai, she and her brother were separated, promising to meet each other at least once a year, with her brother heading to the capital, while she was taken to the monasteries of the Scaled Fist, seeking to emulate the Dragons that her family used to relate to.
=== Training ===
Her training, as with most in her monastery, was thorough, instilling into her a sense of work and dedication to her cause, yet the very nature of the Scaled Fist monastery, in contrast to most of the other monk monasteries, allowed her to maintain the majority of her personality and exuberance intact, seeing how they relied more on force of personality, rather than force of will.
So, as she trained her body in the ways of the Dragons, she kept herself sharp by practicing art, finding solace in dancing, which she assimilated to her monastic training regimen, a fact her teachers encouraged, for it greatly aided her in mastering her forms, allowing her to equalize to her peers, some of whom had been training for almost their entire life.
=== Last reminder of home ===
Despite her intense training, she was able to keep her promise to her brother, with whom she met once a year, on the anniversary of their arrival in Minkai. For Phoebe, such moments were like an ocean of calm, where she could rely on her brother's godlike patience to act as a foil for her decidedly more brash and impulsive demeanor. Furthermore, he was her last reminder of home, the land where their parents still lived in, now completely cast out, leading to their second promise: One to return to Taldor and restore their family's honor.
=== Prophecy of Dismay ===
On the fourth year of her training, Phoebe was introduced to more advanced forms of meditation, where it was said that if one concentrated hard enough, they'd be able to see a prophecy of the future, though few, if any at all had ever reached such a level. Through a stroke of luck, (Whether good or bad remains to be seen), or Divine intervention, Phoebe saw a vision of a future during her very first session, a vision of a bleak future she has not detailed to anyone at all, but after that day, her eyes were always warier, ever watching, even if there was nothing she could do about it.
=== Rise to service. ===
Three years after receiving that vision, Phoebe went on a pilgrimage, as most members of her monastery would, to meet with one of the metallic dragons of the area, a Bronze Great Wyrm. Residing within a massive freshwater lake, this specimen of Dragonkind was revered as a local patron by many, seeing as it protected them from the less savory supernatural creatures in the area. During the pilgrimage, each aspiring monk would present themselves to the wyrm, and It would judge them worthy or unworthy. When it was Phoebe's turn, the ancient dragon paused, deep in thought, as it asked for Phoebe's full name. Upon hearing it, the dragon immediately judged her more than worthy, raising her to become a warrior of Apsu. When asked why, the Wyrm cryptically cited family matters.
=== Departure from the temple, and return to the Inner Sea ===
After her rise to service, she remained at the temple for two more years, finally earning her spot as a fully trained Monk, and gaining the right to wander Golarion, seeking to spread the teachings of the Scaled Fist.
With a last visit to her brother, who promised to follow her back as soon as he could, she departed from Minkai back towards Golarion to start rebuilding the name of her family, and what better way than the city host to the Starstone Cathedral?
== The Story so Far ==
Nothing important so far.
== Appearance ==
Phoebe is a somewhat short girl, with long, somewhat unkempt chestnut hair, and deep, caring hazel eyes. However, her eyes are constantly surrounded by electric sparks and short bursts of lightning, intensifying as her emotions do, which means that in battle, her eyes become orbs of pure amber, inspiring fear in all her enemies.
In spite of all this, most say that her best feature is her smile, which rarely leaves her face, and gives her the appearance of an open, trustworthy individual.
Usually, she wears relatively casual clothes, more suited for warm climates, though she is an avid shopper, despite all her teachers' and her brother's efforts, and she will never say no to buying a new outfit, as long as it makes her look good.
She has a lithe, yet deceptively strong and hardy build, and although normally she lacks grace, she can dance with the best of them, or at least that's what she says.
== Personality ==
Generally speaking, Phoebe is a confident, charismatic woman. She's very much a people person, always eager to meet new folks, as long as they aren't evil or particularly chaotic. This, as a rule, extends to any and all sentient races, even those inherently malicious, especially if she sees they are making a legitimate effort in overcoming their nature.
Confidence wise, Phoebe is a proud girl, who will never back down from a challenge, especially if issued from the other side of a battlefield. This pride is especially tickly in regards to her strength of character and her religion, considering how few humanoids worship the Father of Dragons.
However, her personality suffers a paradigm shift the moment battle is invoked. She becomes alert, determined, and absolutely implacable. Furthermore, this 5'3" girl can intimidate grown men into submission, and if that doesn't work? she will beat that fear into them with her bare, electrified hands.
== Relationships ==
She's become shopping buddies with Verus and Jaci, though she feels that the latter should dress more like a guy. She's also a huge fan of Ines and his work, and hopes she's able to buy more of his fantastic creations later on.
On the alcohol side of things, she has acquired a drinking buddy, the absolute behemoth of a woman that is Hel, and is eventually hoping to beat her in a drinking competition, even if deep down she knows this might never be more than a pipe dream. She's also met the half-orc Ulgar, who Phoebe wishes to properly educate on exactly why civilization, law, and order beat out savagery, chaos, and primal impulses. Furthermore, she met Dala before her transformation, and was pleasantly surprised by the Catfolk and her strange, mechanical implants.
On the family side of things, Phoebe still loves her parents dearly, and thinks often of them, even if she can't go and help them as she currently stands. Furthermore, her brother is literally her favorite person in the world, and she'd protect him to her last breath, because even if he's older, he's not as inclined to physical confrontation as she is.
On the less amicable side of the spectrum, Phoebe despises what Taldor has become, and all the nobles within it, up to the current regent, and while she has no aspirations nor designs upon the throne, she wishes that there was a more capable government in charge.
1aq6wo760pfkrxjcckn0w2amgzrdewi
Polaris
0
863
1840
2021-03-04T20:40:45Z
ZenTheMan01
38690496
Created page with "{{ATCOS_Character_Infobox|title1 = Polaris|image1 = Polaris.png|gender = Male|race = Elf|class = Scholar // Living Legend Soulknife|alignment = Neutral Good|deity = Desna|age..."
1840
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Polaris|image1 = Polaris.png|gender = Male|race = Elf|class = Scholar // Living Legend Soulknife|alignment = Neutral Good|deity = Desna|age = 117|height = 5'2"|weight = 110 lbs|hair = White|eyes = Blue}}''"As they love to say in the stories, we all have a role to play.''
== History ==
== Personality ==
== Friends/Allies ==
== Enemies ==
i1v56awld9pvcozqr5ckq7v6mq72x3f
1841
1840
2021-03-04T21:16:40Z
ZenTheMan01
38690496
1841
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Polaris|image1 = Polaris.png|gender = Male|race = Elf|class = Scholar // Living Legend Soulknife|alignment = Neutral Good|deity = Desna|age = 117|height = 5'2"|weight = 110 lbs|hair = White|eyes = Blue}}''"As they love to say in the stories, we all have a role to play.''
== History ==
== Personality ==
== Legends ==
* ''The Curator:'' Polaris's Archmage Legend. Though the Curator is the Legend that Polaris has the strongest connection with, he is also the one the elf knows the least about. Polaris knows the Curator was a male human wizard with great arcane power and an insatiable appetite for knowledge. He died in his old age, and that's where Polaris's knowledge stops - he doesn't even know the man's name.
* ''Sir Jason:'' Polaris's Champion Legend. A Hellknight of an unknown order, Sir Jason is the Legend that Polaris has the weakest connection to. Sir Jason's strict lawful personality clashes with Polaris's more open-minded, good morals. Nonetheless Polaris seeks to fulfill Sir Jason's goal, for he believes it to be good and just: the destruction of Sir Jason's nemesis, an ancient enemy who caused great chaos and destruction. This enemy's identity is not known to Polaris, however.
* ''Saint Wolfe:'' Polaris's Guardian Legend. An Absalom-born half-elf male who became a member of the Platinum Band, a congregation of humanoid worshipers of Apsu. Chromatic dragons knew and in some cases even feared him, but they became his doom. Though canonized after his passing, Saint Wolfe died with a single regret: being unable to save a young angel captured by the malicious dragon that claimed the knight’s life. It was Wolfe who drew Polaris to Absalom.
* ''Stargazer Zuvrek:'' Polaris’s Hierophant Legend. A Desnan cleric from Nidal, where his faith was banned. He spent many a year helping the inhabitants of the Land of Shadows, evading the authorities and practicing his craft. Polaris does not know which part of the country or even how big his following was, but he knows Zuvrek’s last wish: to redeem a particular sinner, which he failed to do in life. It will be up to Polaris to figure out who this sinner is.
* ''Gaius Thrune:'' Polaris’s Marshal Legend. A distant ancestor of Queen Abrogail II, and a public figure in life. Polaris knows much about Gaius’s identity and history, but his death is shrouded in mystery. Though a great leader of men, apparently Lord Thrune died alone. Gaius’s last wish is simple: to see his bones laid to rest. Whoever or whatever killed him did not entomb his body with the rest of his family. Finding the corpse is already a barrier, as divination magic somehow fails to find it and over a century has passed since his death. Interring him with his family will be a whole different issue.
* ''The Living Flame:'' Polaris’s Overmind Legend. A Kelish seer whose powers were granted by a number of different gods of fire and passion. Though she had the mysterious powers of an oracle, her own emotions could often flare up into amazing outbursts - the power of a wilder. Unlike the Curator, she is a known legendary figure in Kelesh known only as the Living Flame. The Living Flame died in a very public manner, burning herself in a psionic flame so intense it even turned her bones to ash. If anyone knows why, though, it’s not common knowledge, and Polaris seeks to find out why and what he must do to give her peace.
* ''Thaddeus Gray:'' Polaris’s Trickster Legend. An urban legend among the thieves’ guilds of the Inner Sea, Gray was supposedly such a capable thief he stole a ring from Mammon’s Vaults and lived to tell the tale. Though he followed Norgorber’s aspect of the Gray Master, something he supposedly often joked about with his name, Thaddeus was not known to be an evil man, instead thieving for the thrills and preferring dangerous marks over profitable ones. Gray’s last job was to steal an artifact of some kind. It was well-guarded enough that Thaddeus was interested, but also an object of such sinister power that it plucked on what little moral fiber Gray had left. He died during the theft, and now wants Polaris to finish the job for him.
== Friends/Allies ==
== Enemies ==
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{{ATCOS_Character_Infobox|title1 = Polaris|image1 = Polaris.png|gender = Male|race = Elf|class = Scholar // Living Legend Soulknife|alignment = Neutral Good|deity = Desna|age = 117|height = 5'2"|weight = 110 lbs|hair = White|eyes = Blue}}''"As they love to say in the stories, we all have a role to play."''
== History ==
== Personality ==
== Legends ==
* ''The Curator:'' Polaris's Archmage Legend. Though the Curator is the Legend that Polaris has the strongest connection with, he is also the one the elf knows the least about. Polaris knows the Curator was a male human wizard with great arcane power and an insatiable appetite for knowledge. He died in his old age, and that's where Polaris's knowledge stops - he doesn't even know the man's name.
* ''Sir Jason:'' Polaris's Champion Legend. A Hellknight of an unknown order, Sir Jason is the Legend that Polaris has the weakest connection to. Sir Jason's strict lawful personality clashes with Polaris's more open-minded, good morals. Nonetheless Polaris seeks to fulfill Sir Jason's goal, for he believes it to be good and just: the destruction of Sir Jason's nemesis, an ancient enemy who caused great chaos and destruction. This enemy's identity is not known to Polaris, however.
* ''Saint Wolfe:'' Polaris's Guardian Legend. An Absalom-born half-elf male who became a member of the Platinum Band, a congregation of humanoid worshipers of Apsu. Chromatic dragons knew and in some cases even feared him, but they became his doom. Though canonized after his passing, Saint Wolfe died with a single regret: being unable to save a young angel captured by the malicious dragon that claimed the knight’s life. It was Wolfe who drew Polaris to Absalom.
* ''Stargazer Zuvrek:'' Polaris’s Hierophant Legend. A Desnan cleric from Nidal, where his faith was banned. He spent many a year helping the inhabitants of the Land of Shadows, evading the authorities and practicing his craft. Polaris does not know which part of the country or even how big his following was, but he knows Zuvrek’s last wish: to redeem a particular sinner, which he failed to do in life. It will be up to Polaris to figure out who this sinner is.
* ''Gaius Thrune:'' Polaris’s Marshal Legend. A distant ancestor of Queen Abrogail II, and a public figure in life. Polaris knows much about Gaius’s identity and history, but his death is shrouded in mystery. Though a great leader of men, apparently Lord Thrune died alone. Gaius’s last wish is simple: to see his bones laid to rest. Whoever or whatever killed him did not entomb his body with the rest of his family. Finding the corpse is already a barrier, as divination magic somehow fails to find it and over a century has passed since his death. Interring him with his family will be a whole different issue.
* ''The Living Flame:'' Polaris’s Overmind Legend. A Kelish seer whose powers were granted by a number of different gods of fire and passion. Though she had the mysterious powers of an oracle, her own emotions could often flare up into amazing outbursts - the power of a wilder. Unlike the Curator, she is a known legendary figure in Kelesh known only as the Living Flame. The Living Flame died in a very public manner, burning herself in a psionic flame so intense it even turned her bones to ash. If anyone knows why, though, it’s not common knowledge, and Polaris seeks to find out why and what he must do to give her peace.
* ''Thaddeus Gray:'' Polaris’s Trickster Legend. An urban legend among the thieves’ guilds of the Inner Sea, Gray was supposedly such a capable thief he stole a ring from Mammon’s Vaults and lived to tell the tale. Though he followed Norgorber’s aspect of the Gray Master, something he supposedly often joked about with his name, Thaddeus was not known to be an evil man, instead thieving for the thrills and preferring dangerous marks over profitable ones. Gray’s last job was to steal an artifact of some kind. It was well-guarded enough that Thaddeus was interested, but also an object of such sinister power that it plucked on what little moral fiber Gray had left. He died during the theft, and now wants Polaris to finish the job for him.
== Friends/Allies ==
== Enemies ==
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{{ATCOS_Character_Infobox|title1 = Polaris|image1 = Polaris.png|gender = Male|race = Elf|class = Scholar // Living Legend Soulknife|alignment = Neutral Good|deity = Desna|age = 117|height = 5'2"|weight = 110 lbs|hair = White|eyes = Blue}}''"As they love to say in the stories, we all have a role to play."''
==History==
Born in a small elven settlement near Omesta, Kyonin, Polaris was originally named Ruven Trislamin. Ruven lacked many of the talents commonly considered iconic for the elven race. His arcane aptitude went no further than activating wands and scrolls, he had no affinity for nature, and his archery was average at best. He did, however, possess a sharp mind and good instinct for non-magical book-learning. Not only did he devour book after book of learning, but he also regularly visited the gnomes living in the trees above Omesta. While the short folk were too unruly for his liking, he got along with them well and picked up considerable knowledge of their mechanical engineering.
It took several decades for young Ruven to discover that he did in fact possess mystical powers. At the height of elven puberty Ruven manifested the internal power known as psionics, albeit in a rather weak form. It was a mere curiosity for the elf, who had by now learned to hunt with his peers using his contraptions. Idle experimentation with these weak abilities did not turn into serious training until several years more had passed, when Ruven discovered that the tales and legends he had studied resonated with these mental powers somehow.
After extensive self-study, Ruven learned he could psionically channel echoes of these Legends. He had believed his powers to be weak because they were unrefined, used without purpose. Like a dress of the finest cut, these powers were next to nothing without the right person to wear them.
So Ruven draped his mind around these tales, became a shell for them to wear to walk the earth once more. At first it simply involved prancing about in the library or near the guardhouse wearing a wizard’s hat or a pot helm, but the more he practiced, the more he learned. What started as small spikes in his psionic output eventually turned into full-on manifestations of these heroic tales, echoes brought to life through Ruven’s mind alone.
He forged the strongest connections with seven of these Legends, though his knowledge with them did not seem to affect these bonds, only how well they resonated with him as a person. The more he played these roles, the more he found that their personalities blended into his, and that their desires were tugging him beyond his little corner of the world. Nearly an adult, Ruven decided it was time for him to leave the little Kyonin settlement and wander the breadth of the elven land.
Even after years of wandering the Kyonin countryside, eventually reaching elven adulthood in the process, Ruven could feel the echoes pulling him beyond the borders of his homeland and into human lands. The nature of this pull was becoming more clear as well - each of the seven Legends died with a last wish or regret. After their deaths, their spirits had lingered. Ruven theorized that his psionic mind had become a beacon of some sort, drawing the shreds of their lingering souls towards him. He was a willing alternative to the torment of existence as a ghost.
It was at this point that the wandering Ruven found his faith, when a priestess of Desna happened upon him one night. The hunt had been fruitless the past days, he was almost out of rations, and he was far from the nearest town. He was hungry and weak, huddled under his blankets around a fire. The wandering priestess appeared from the darkness and asked to join him at the fire’s warmth, sharing her rations with him in return. They spoke until deep into the night, and Ruven found himself drawn to the goddess.
With the echoes pulling at him like a fishhook in his guts and dreams of the outside world in his head, he decided to follow Desna’s teachings. He would walk the paths of the world and help those in need, while guiding the lost souls swirling around him to achieve their final wishes. To symbolize this change, he took the name Polaris, making his natural identity something private and intimate. He left Kyonin, departing for different lands to learn about the people living in them. If anything his wanderlust was reinvigorated.
For several years he indulged that wanderlust, seeing more of the Inner Sea region as he followed leads to learn more about both his Legends and the nature of their last wishes. He was directionless, merely following clues when he had them or following one of those tugging sensations when he did not.
Results were disappointing to say the least, but Ruven had time. Seven years with minimal progression was frustrating, but it was a fraction of an elf’s lifespan. He changed his tactics, deciding to focus rather than going for the shotgun approach. When he made this decision, he was in Almas, Andoran. One of the Legends tugged him further south-east, to Absalom. Where better to make a new start for his search than the adventuring capital of the world? He could always leave when he felt like it, after all.
==Personality==
Born in Kyonin, Polaris lacks the melancholy seen in the Forlorn elves many in Avistan are more familiar with. He’s humorous, upbeat and friendly, though he can sometimes come over as if he’s making fun of the shorter-lived races. He has a tendency to smile as if he knows a joke nobody else in the room is aware of. Sometimes he makes jokes even in serious situations, which can be offputting to others.
One of Polaris’s prominent personality traits is his eagerness to learn. The young elf is quick to be distracted and takes risks without hesitation if there is a mystery to unravel. If said mystery is related to one of the seven Legends, it’s nearly impossible to keep him from rushing headlong into the unknown. Similarly he greatly enjoys exploration, something reflected in his Desnan faith. If an adventure provides new experiences or information, he will gladly accept a lower reward.
Outside of such situations Polaris is always happy to put his extensive knowledge to good use. Whether it’s advice, alchemy or information, Polaris will not spare any effort or expense to help his friends or those truly in need. He’s no priest, but always enjoys interactions and conversation with fellow followers of Desna to exchange tales of their journeys.
==Legends==
*''The Curator:'' Polaris's Archmage Legend. Though the Curator is the Legend that Polaris has the strongest connection with, he is also the one the elf knows the least about. Polaris knows the Curator was a male human wizard with great arcane power and an insatiable appetite for knowledge. He died in his old age, and that's where Polaris's knowledge stops - he doesn't even know the man's name.
*''Sir Jason'': Polaris's Champion Legend. A Hellknight of an unknown order, Sir Jason is the Legend that Polaris has the weakest connection to. Sir Jason's strict lawful personality clashes with Polaris's more open-minded, good morals. Nonetheless Polaris seeks to fulfill Sir Jason's goal, for he believes it to be good and just: the destruction of Sir Jason's nemesis, an ancient enemy who caused great chaos and destruction. This enemy's identity is not known to Polaris, however.
*''Saint Wolfe:'' Polaris's Guardian Legend. An Absalom-born half-elf male who became a member of the Platinum Band, a congregation of humanoid worshipers of Apsu. Chromatic dragons knew and in some cases even feared him, but they became his doom. Though canonized after his passing, Saint Wolfe died with a single regret: being unable to save a young angel captured by the malicious dragon that claimed the knight’s life. It was Wolfe who drew Polaris to Absalom.
*''Stargazer Zuvrek:'' Polaris’s Hierophant Legend. A Desnan cleric from Nidal, where his faith was banned. He spent many a year helping the inhabitants of the Land of Shadows, evading the authorities and practicing his craft. Polaris does not know which part of the country or even how big his following was, but he knows Zuvrek’s last wish: to redeem a particular sinner, which he failed to do in life. It will be up to Polaris to figure out who this sinner is.
*''Gaius Thrune:'' Polaris’s Marshal Legend. A distant ancestor of Queen Abrogail II, and a fairly public figure. Polaris knows much about Gaius’s identity and history, but his death is shrouded in mystery. Though a great leader of men, apparently Lord Thrune died alone. Gaius’s last wish is simple: to see his bones laid to rest. Whoever or whatever killed him did not entomb his body with the rest of his family. Finding the corpse is already a barrier, as divination magic somehow fails to find it and over a century has passed since his death. Interring him with his family will be a whole different issue.
*''The Living Flame:'' Polaris’s Overmind Legend. A Kelish seer whose powers were granted by a number of different gods of fire and passion. Though she had the mysterious powers of an oracle, her own emotions could often flare up into amazing outbursts - the power of a wilder. Unlike the Curator, she is a known legendary figure in Kelesh known only as the Living Flame. The Living Flame died in a very public manner, burning herself in a psionic flame so intense it even turned her bones to ash. If anyone knows why, though, it’s not common knowledge, and Polaris seeks to find out why and what he must do to give her peace.
*''Thaddeus Gray:'' Polaris’s Trickster Legend. An urban legend among the thieves’ guilds of the Inner Sea, Gray was supposedly such a capable thief he stole a ring from Mammon’s Vaults and lived to tell the tale. Though he followed Norgorber’s aspect of the Gray Master, something he supposedly often joked about with his name, Thaddeus was not known to be an evil man, instead thieving for the thrills and preferring dangerous marks over profitable ones. Gray’s last job was to steal an artifact of some kind. It was well-guarded enough that Thaddeus was interested, but also an object of such sinister power that it plucked on what little moral fiber Gray had left. He died during the theft, and now wants Polaris to finish the job for him.
==Friends/Allies==
None of note.
==Enemies==
None of note.
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Raeyna Candren
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==Appearance==
Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, spending a portion of her rebelious childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. When she was old enough, her father sent her to the city of Absalom in the inner sea, to be taken in by another family of higher status in the larger city.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to be taught proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
mie5nph3srhur0hn7wv8bqka5a2mbvv
630
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2019-08-14T19:34:40Z
WhiteWolfRaen
43502259
/* Appearance */
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, spending a portion of her rebelious childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. When she was old enough, her father sent her to the city of Absalom in the inner sea, to be taken in by another family of higher status in the larger city.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to be taught proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
cs5tq11pqzc17xtvoq2vpstr10tth8d
632
630
2019-08-14T19:42:00Z
WhiteWolfRaen
43502259
I like art :> and it helps follow the flow of the backstory
632
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text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, spending a portion of her rebelious childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. When she was old enough, her father sent her to the city of Absalom in the inner sea, to be taken in by another family of higher status in the larger city.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to be taught proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
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WhiteWolfRaen moved page [[Raeyna Candren and Yukinari Saio]] to [[Raeyna Candren]]: is more about her story than Yuki's
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, spending a portion of her rebelious childhood working for the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. When she was old enough, her father sent her to the city of Absalom in the inner sea, to be taken in by another family of higher status in the larger city.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to be taught proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
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2019-08-15T00:14:32Z
WhiteWolfRaen
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/* Backstory 3.2 */
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he baught Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
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/* Backstory 3.2 */
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather destint, she has light fair skin, rosey cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, wether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity wether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth femine skin reacts, hardening and forming into the dark redish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versitile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an everflowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he baught Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the origional creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liqour (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kiitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised thogther as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a buisness in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for eachother and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her preganancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adament, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some signifigance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and anceint that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who helped raise her as if she were his own daughter, though his business and dutites to city and state kept him rather distant for her direct life even growing up. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised together as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a business in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her pregnancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and, well erotic literature, because well.. who doesn't? Though you wouldn't likely catch her with one of those books, at least not publically.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard). Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her snow fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. She had graduated, and earned the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Though, Raeyna had stayed and continued to study at the college as well become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, a strange black tear in space opened up, Zyn went exploring like the curious little fox he was, hoping through the rift, and Raeyna, though at first hesitant, could not lose her only and closest friend, she chased after him into the black Abyss...
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised together as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a business in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her pregnancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
[[Category:Player Characters]]
elbfjbo493xpuk4o9efcfuk99yvqqd8
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2019-08-15T03:50:26Z
WhiteWolfRaen
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Rift.jpeg|thumb|220x220px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures.
There, Raeyna and Zyn would awaken to the future, in one of the last untouched valley's of a dying Golarion world, in the valley, they found a small town named Arboreala, and a Fox Kingdom where she spent some time as a Wizard, however, during one life changing adventure, where she aided her group in taking down an evil dragon who followed Dahak, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of the Dragon's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Dragon herself a few times... the man claimed he had done most if not all the damage himself and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat and to the others living in the valley, surviving and trying to make sense of the world now. Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in full plate armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Dawning her shining steel plate, taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins.<br />During that same adventure with the Dragon, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with Yuki and one of there Ranger friends, a Dragon Hunter, who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, adventured together, rescued a drake, a kitten and a few other animals from an evil Ogre merchant together during Raeyna's search for a dragon egg, and soon begun to live with one another in Yuki's tent in a new settlement to the north called the Ferrylands Trading [[File:Caerus.png|frame|Caerus, ice Drake]]Company. There, Yuki and Raeyna, along with their pet kitten Sia, and little drake Caerus built a house and a farm together.
[[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's home, in the Winter, before the farmhouse was added]]
There, they got married and it wasn't long before they had two beautiful daughters, whom they raised together as a family in relative peace, though the call to adventure still pulled on their young hearts.
While Raeyna was pregnant, she ran a business in town, mostly traveling around helping people sell their loot from adventuring with her mercantile prowess, getting them more worth for their items, and taking a small cut for herself, as well as starting her own clothing business. Yuki ran her own alchemist's lab, selling various potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence and so on, as well as spearheaded the work being done in the Black Cat Airship shop, where airships were being built for traveling, exploration and trade.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, both before and after having their daughters.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of years together, their mythic powers gained in this strange world of future Golarion allowing them to keep their young age even as their daughters grew up. Though Raeyna had had a rather life changing event, during her pregnancy, a realization if you will. You see, Raeyna was a Paladin, who followed the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, and her Wife, Yuki followed Calistria, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, through their love they made it work.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria she and Yuki had found in the ruins of an old Library in the fallen Sky City, Raeyna did much reflection, and realized, she hadn't really been living up to all of the tenants of Apsu's Paladin code, having chosen a life of settling down to live with her wife and the love of her life.
Through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, though Yuki held her through it and soothed her, Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chooses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna many years, but they eventually found a way back through the rifts and returned to the normal present Golarion timeline, though the experience was extremely taxing, and returning had weakened them to an almost new state, as they were when they'd first started adventuring. <br />''[Going from Lvl 13, mythic 5 and level 10, Mythic 2, all the way back to level 1 ^.^]''
Raeyna is happily surprised that they landed somewhere near a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and constant companion. <3
'''Luna Saio '''Raeyna's first daughter, though she gave birth to both Luna and Sol during the same pregnancy. Luna is more like her mother Yuki and has more distinct cat-like features than her sister Sol, she has both Red, white and black hair, like both of her mother's and is very much an outgoing and curious -not so little anymore- cat.
'''Sol '''who doesn't see the reason or need for titles or last names, and enjoys the simplicity of 'Sol', the second daughter of Yuki and Raeyna, she has lighter blond hair with a bit of pinkish red highlights, sometimes she even dyes it for fun. She is a bit of a rebel, though she loves both of her mothers and her sister dearly and always makes sure not to stray too far from them, though the call to nature and explore tears at her, like the claws of a snow leopard.
[[Category:Player Characters]]
5sm8wc9i08bkc8j5bqp6k9cpe3a7yka
641
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2019-08-15T05:10:33Z
WhiteWolfRaen
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Starting fresh, while still keeping my character true to herself, her story of discovery and growth
641
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
It took Yuki and Raeyna a couple months, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3[[Category:Player Characters]]
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, like the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3[[Category:Player Characters]]
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, like the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3
== Theme Song ==
[[File:Fire Force -AMV- I'm Dangerous|thumb|330x330px]]
''Raeyna's theme song, I feel it really accentuates her whole journey and story so far. ''
<nowiki>-------------------------------------------------------</nowiki>
Band: The Everlove
Song: I'm Dangerous
''(p.s. also a great new anime, check it out ^.^, if you like that kinda thing)''
<nowiki>---------------------------------------------</nowiki>
At first I was afraid, I was afraid
Down in the darkness I was crawling through the human race
I heard the voices through the dark (oh oh oh oh oh oh oh)
So I beat my fist against my chest against my heart
Hey-ho!
Hear the sound
We are the underground
Hey-ho!
Rising up
We’re not afraid of fighting
I’ve finally found my place
I put the war paint on my face
And I’m ready to give (hey!) whatever it takes
Standing at the edge of the fire
Fighting for the will to survive
I feel it burning under my skin
And I’m back on my feet again
This is the feeling
I can’t believe it
My heart is bleeding out
Now I’m dangerous
Feeding the fire
Higher and higher
Rising up, rising up
Now I’m dangerous
Silence the voices in my head
I picked my poison now I’ll drink it to the bitter end
Hey-ho! Hear me now!
I take on the darkness by myself
‘Cause I’m ready to give (hey!) whatever it takes
Standing at the edge of the fire
I don’t know how I ever survived
I feel it burning under my skin
And now I’m back on my feet again
This is the feeling
I can’t believe it
My heart is bleeding out
Now I’m dangerous[[Category:Player Characters]]
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glass, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, like the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3
== Theme Song ==
[[File:Fire Force -AMV- I'm Dangerous|thumb|330x330px]]
''Raeyna's theme song, I feel it really accentuates her whole journey and story so far. ''
<nowiki>-------------------------------------------------------</nowiki>
Band: The Everlove
Song: I'm Dangerous
''(p.s. also a great new anime, check it out ^.^, if you like that kinda thing)''
<nowiki>---------------------------------------------</nowiki>[[Category:Player Characters]]
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/* Appearance */ had glass instead of intended 'glasses'
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glasses, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity whether it be from anger or passion. Her skin also adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft, smooth feminine skin reacts, hardening and forming into the dark reddish scales of a dragon.
Raeyna normally wears handwraps over her hands into battle to aid with her combat abilities, and is almost always seen wearing a dark black arcane and divine themed robe with red symbols on it, representing the Dragons Apsu and Dahak, as well as various other symbols of divine and arcane magic from her past and present knowledges. She made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, like the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3
== Theme Song ==
[[File:Fire Force -AMV- I'm Dangerous|thumb|330x330px]]
''Raeyna's theme song, I feel it really accentuates her whole journey and story so far. ''
<nowiki>-------------------------------------------------------</nowiki>
Band: The Everlove
Song: I'm Dangerous
''(p.s. also a great new anime, check it out ^.^, if you like that kinda thing)''
<nowiki>---------------------------------------------</nowiki>[[Category:Player Characters]]
qmlj61t7qkogqilacp991s6jxijjvc6
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WhiteWolfRaen
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glasses, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity. Her skin adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft skin reacts, forming into the dark reddish hardened scales of a dragon.
Raeyna normally only bears a shield and wears handwraps into battle to aid with her combat abilities, wearing a dark black arcane and divine themed robe with red symbols. Symbols representing the Dragons Apsu and Dahak, as well as various other glyphs of divine and arcane magic from her journey. She hand-made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quite, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the dragons she embodies, she has dragon blood in her ancestry and a fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciate a little chaotic.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person. When she had children her heart and attitude softened greatly, her heart that had been bursting with motherly love being filled like a lake is from a river, in an ever~flowing naturally refreshing ecosystem that is life.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she origionally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and blue ocean eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor noble family in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for heartwarming, though short reunions, it was risky, being a slave, but worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to Katapesh's port, sailing the seas and merchant routes on business, he bought Raeyna's freedom from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, she was to become a Arcanamirium Crafter (a specific crafter archetype of Wizard).
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time, she spent a few extra years in college, not because she had to, -by all means she was one of the top students in her class- but because she wanted to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna had stayed and continued to study at the college and become an assistant teacher for a few years following- mostly so she could study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
During one fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a Silver Champion and a Knight of Coins- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views, a healthy balance of Chaotic and Lawful, and did their best to make it work, as they both still grew, hopefully into their old age, because, who wants to become stuck in their ways? No fun of ease or happiness in that generally.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night however, after spending time to read both the books of Apsu and those of Calistria, and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
One stormy night, through a mystical symbol of some significance that appeared in flames and searing pain on her forearm, Raeyna had now been Cursed by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code grace causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, and her love, Yuki, held her through it all soothing her, and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still chose to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, like the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. She now ventures back into Absalom, along with her wife Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3
== Theme Song ==
[[File:Fire Force -AMV- I'm Dangerous|thumb|330x330px]]
''Raeyna's theme song, I feel it really accentuates her whole journey and story so far. ''
<nowiki>-------------------------------------------------------</nowiki>
Band: The Everlove
Song: I'm Dangerous
''(p.s. also a great new anime, check it out ^.^, if you like that kinda thing)''
<nowiki>---------------------------------------------</nowiki>[[Category:Player Characters]]
owojpm5dpfzy7avh78az8p6a56a4i7j
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WhiteWolfRaen
43502259
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Raeyna Candren|image1 = Raeyna.jpg|gender = Female|race = Human|class = Oracle - Dragon|alignment = LN|deity = Apsu|age = 28|height = 5'7|weight = 124|hair = Crimson Scarlet|eyes = Ocean Blue, can turn Red}}Raeyna is a fairly average human female, from outward appearances, though her crimson red hair is rather distinct, she has light fair skin, rosy cheeks and a few faint freckles. Raeyna is almost always seen wearing her glasses, as she is nearsighted, loving to read, she is also often seen carrying around one of many books, normally on the topic of Dragons or magic, whether it be arcane or divine, she also loves history, geography, crafting and even the occasional non-fiction or fantasy story for more relaxed and fun reading.
Raeyna's eyes, though naturally blue, sometimes flash red, with intensity. Her skin adapts to outside influences, for example, when threatened by a physical attack, her fair, normally soft skin reacts, forming into the dark reddish hardened scales of a dragon.
Raeyna normally only bears a shield and wears handwraps into battle to aid with her combat abilities, wearing a dark black arcane and divine themed robe with red symbols. Symbols representing the Dragons Apsu and Dahak, as well as various other glyphs of divine and arcane magic from her journey. She hand-made it herself, as she is rather skilled at crafting, especially clothing, one of her favorite pastimes, aside from reading books and spending time with Yuki.
==Personality==
In her calm, everyday life, Raeyna is a very loving, affectionate person, though at times very socially shy and quiet, especially around new people, she has had issues with crippling social anxiety in the past, though her wife Yuki has helped her out with most of that, it still sparks up every now and then, it's just how she grew up. When Raeyna get's to know someone however, she does her best to be a good friend, and showers everyone with her motherly love, she has no true enemies, she just smiles and hugs it all away, though, she is not afraid to 'be a mother' when needed.
On the battlefield, Raeyna is as fierce as the lineage of dragons she embodies, she has dragon blood in her ancestry and fire in her eyes. Though Raeyna is a full caster she likes to get up close and personal on the front lines with the other martials, she has the ability to inflict damage, heal, debuff and buff, so she is quite versatile and will do what is needed, though sometimes her fiery redhead temper can get the better of her.
Raeyna also loves animals, nature and all things good, or neutral, she is learning to understand evil a little more, and even appreciates a little chaotic in her life.
Though she has had trouble with her fiery temper getting the best of her in the past, and on occasion still does (no one is perfect), her wife Yuki has helped her out a lot with that, she continues to grow and become a better person.
==Backstory 3.2==
[[File:Katapesh_gate.jpg|thumb|left|250px|Katapesh]]Born and raised in [https://pathfinder.fandom.com/wiki/Katapesh_(city) Katapesh] (she originally had the [https://www.aonprd.com/TraitDisplay.aspx?ItemName=Duskwalker%20Agent Duskwalker Agent] trait in another server) to a [https://pathfinder.fandom.com/wiki/Keleshite_(human_ethnicity) Keleshite] father and a Kezavazresthin (merchant caste) [https://pathfinder.fandom.com/wiki/Vudrani_(human_ethnicity) Vudrani] mother, though Raeyna was born a bit of an oddity to the rest of the desert people, as she has dragon's blood in her heritage, she was born with fair skin, scarlet red hair and ocean blue eyes, which always made her father wonder if she were really his daughter or not, her mother of course, loved her unconditionally, and held her close. Though Raeyna is of some minor nobility in Katapesh, Raeyna grew up in the harsh deserts and city bazaar market streets helping her mother with her merchant business, her father however grew more and more distant and distrustful of her mother and Raeyna, his prejudice got the better of him and on one drunken night he sold Raeyna off as a slave to the Duskwalkers, the guild responsible for policing and watching over all trade that takes place in Katapesh’s notorious Nightstall. Her mother, was of course heart-broken, as was Raeyna for being ripped away from her loving mother at a very young and tender age, her mother and father got divorced, though, she did not learn of this until she was a little older and had gotten really good at her job working as a Duskwalker Agent, finding a way to meet her mother in the market from time to time for brief, heartwarming reunions, it was risky, being a slave, but those brief moments were worth the risk. When Raeyna was a young teenager of 12 turning 13, a man of noble birth and high status noticed her on one of his trips to the port of Katapesh for trade, sailing the seas and merchant routes on business, he bought Raeyna's freedom, freeing her from slavery and took her in as one of his own.
Raeyna was taken in as an adopted daughter to Scion Goodman Hugen of House Candren, Grand Councilman, First Harbormaster, and owner of the Sea King Shipyards, under the agreement that she was to learn proper manners, etiquette, complete her schooling and later to attend College at the Arcanamirium of Absalom to become whatever she wanted, which, Raeyna had always enjoyed working with her hands and watching the other clothing crafters in the nightstalls weave magic into garments, so she decided that she was to become a [https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Wizard%20Absalom%20%20Arcanamirium%20Crafter Arcanamirium Crafter].
Raeyna was a very studious student, always with her nose in a book, keeping mostly to herself and her arctic fox familiar Zyn, who was much more outgoing and playful than Raeyna at the time. Raeyna spent a few extra years in college, not because she had to -by all means she was one of the top students in her class- but because she ''wanted'' to and loved to study. After graduating, and earning the last name Candren, an honor bestowed to her by Goodman Hugen for her efforts. Raeyna stayed and continued to study at the college, even become an assistant teacher for a few years following- mostly so she had an excuse to study more within the vast knowledges of the Arcanamirium.
[[File:Adventures (not her group).jpg|thumb|255x255px]]
One fateful afternoon, whilst studying in one of her favorite, rarely used by anyone else, study halls, her familiar, Zyn, went exploring like the curious little fox he was, it took Raeyna a moment to realize it, but she quickly begun to follow after Zyn, he wouldn't answer her and just kept on going, as if following a scent or heading to some sort of source. Raeyna disliked being out in public, but she wasn't going to leave Zyn when he was like this... what could he be after? She wondered. Zyn took her to the outskirts of the Copperwood outside Absalom, there was a gathering of different groups of adventurers all gathered around what looked to be a quest board, Zyn sat down at the feet of a group of what looked to be a bunch of amateur adventures. There was a ranger with a bow, a couple of gunslingers, one gruffer looking male and a cat-like looking woman, as well as a couple other caster-types like herself.
Raeyna tried to get Zyn to come over to her but he wouldn't budge, just remained seated there, looking at her. Raeyna reluctantly and a bit nervously asking if she could join the group, clutching her study books to her chest, Zyn must have brought her hear for a reason.
Little did Raeyna know, but this would be one of the most life changing events for her was about to unfold. The group had chosen a quest of clearing out a nest of pesky giant lizard-like creatures, where she aided the party in completing this quest, well part of it, they were only getting paid per head they retrieved as proof, and they only got so far before well, Raeyna's life was threatened with death by one of the other party members when she tried to claim her share of one of the giant Lizard's materials for her crafting, the man had pointed a gun at her and told her he'd kill her if she even moved to touch it, even though she had buffed said person currently pointing a gun at her during the battle and aided the party, even though she had attacked the Lizard-like creatures a few times herself... the man claimed he had done most if not all the killing blows and damage to the creatures and therefor it was by all rights his and no useless other person's- ..Raeyna, being a redhead, and having her life threatened, was of course, '''furious''', and had stormed off in a rage after that. However, the experience, as upsetting and infuriating as it had been, had helped her to re-evaluate herself, to reflect and determine how she could be more useful in combat, if she was to continue adventuring, the experience had at least sparked that in her.
After some self reflection, and time to cool down in the vast Libraries of the Arcanamirium, where she was most comfortable, Raeyna decided to set aside her books, her simple mage robes, and take up the way of Apsu, now in some steel armor, she followed the will of the Lawful Good Silver Dragon of Legend, and one of the original creators of the worlds. Taking up her shield and a new unwavering will, <s>though she still suffered from crippling public anxiety and nervousness around new people</s> Raeyna became a Paladin of Apsu, a [https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Paladin%20Silver%20Champion Silver Champion] and a [https://aonprd.com/ArchetypeDisplay.aspx?FixedName=Paladin%20Knight%20of%20Coins Knight of Coins]- well, at least she spent a great deal of time studying and re-training herself to become one after all that! <br />During that same adventure with the giant lizards, she'd also met the love of her life, Yuki, who had tried to calm and comfort her after the experience, though she'd been in too much of a stormy rage at the time to accept and appreciate it fully. Raeyna contacted Yuki after she had had time to cool down and find her new direction in life, and after a drinking game in the tavern that night with the gunchemist, Yukinari Saio, she'd learned, not a gunslinger as she'd thought at first, and the ranger from the group, a Dragon Hunter (who had yet to hunt an actual dragon), who'd also been in the party with them, as well as Raeyna's newfound charisma and ability to hold her liquor (God bless you Paladin Charisma to all saves) suffice to say, after that night in the tavern together, the two were soon inseparable.
Raeyna spent her days with Yuki, they traveled together, attempted a few minor adventures and quests together, nothing major or of much note, rescued a kitten and a few other animals from an evil merchant together during Raeyna's search for a dragon egg, or a drake's egg rather as she was to become a Silver Champion of Apsu. Soon after, the two begun to live with one another in Yuki's tent on the outskirts of town at a camping ground that wasn't too expensive and relatively safe. The two fell deeply in love, got married and built a home together, a nice little wood cabin big enough for the two of them and their rescued cat Sia. [[File:116e50914b6958f1c4ec20989dbf2c5143bfc6b38f0311f4f73e8d67166836fd.png|frame|left|Sia grown up]][[File:8c3a146fb20c373285399bcf6a41b6ea.jpg|thumb|left|400px|Raeyna and Yuki's wood cabin home, in the Winter.]]
They loved having a home together, and wanted to start a family, someday, though the call to adventure still pulled on their young hearts.
While Raeyna took up work at a clothing store in town,to help pay the bills. She dreamed of starting her own clothing business and maybe small bookstore someday. Yuki worked at an alchemist's lab, helping to stock, make and sell potions and extracts and teaching others how to mix ingredients, imbue them liquids with magic essence as an alchemist and so on for her part in living together with Raeyna in their home. That was, when they weren't trying to look for another adventure to join.
[[File:00c83c8e0997f7453f411f93fec32a43.png|frame|Raeyna napping, Sia stretching and Yuki working on one of her extracts]]
Yuki and Raeyna always found time for each other and enjoyed their household together, they were still young, full of life and adventure.
During that time, and their marriage to one another, Raeyna realized she wasn't truly following the way of Apsu, who's Paladin code she had sought to uphold. A code which demanded that she did not settle down, and always be on the move, among other edicts that, even though she loved Dragons, she truly wasn't following, and it was also getting in the way of her relationship and love for Yuki and their new life together.
The two had an amazing set of months growing into years together, Raeyna tried not to dwell on it but... it kept bothering her... she started having nightmares about losing Yuki and her fall from grace. All things she didn't want... she just wanted to be happy, and find her place in life, and above all, stay with her soul mate. One night, Raeyna had another life changing moment, a realization if you will. You see, Raeyna being someone who sought to be a Paladin and follow the way of Apsu, who's [https://aonprd.com/DeityDisplay.aspx?ItemName=Apsu Paladin Code] was rather adamant, even if less so than other Paladin codes, her wife Yuki, on the other-hand, followed Calistria, one of the many, more popular, faiths in Absalom, the goddess of seduction and trickery. You can see how the two conflicted with one another, however, they didn't much care about all that, they just knew that they loved one another, and did their best to be understanding and accepting of one another's different views and ways of life, because they cared for one another, felt a connection, like to halves made whole, a healthy balance of Chaotic and Lawful, they did their best and made it work, as they continue to grow, hopefully into their old age together.
'''Paladins of Apsu valiantly follow the dragon god’s tenets of holy vigilance against evil. Those following the rigid code of a paladin must sacrifice the sedentary lifestyle of living in a single place in exchange for continuous travel and hardship. The tenets of such paladins include the following maxims.'''
*'''I am the talon of Apsu’s wrath. I strike where I am needed, but only when evil has been unmasked and there can be no doubt of my enemy’s malice.'''
*'''When my purpose is unclear, I will walk the roads of the world to find a fresh focus. Every road leads to a new beginning.'''
*'''Nothing is worth sacrificing my life for, except protecting the lives of others. I will retreat when needed, and come back to vex my foes once again.'''
*'''Mercy is offered, but only once. Should I be betrayed in my moment of kindness, I will not stop until I have put my enemy down.'''
*'''It is not enough to slay evil and carry on. I will spend the time necessary to help those I’ve protected to fend for themselves.'''
During one dark and long night, after spending time to read both the books of Apsu and those of [https://pathfinderwiki.com/wiki/Calistria Calistria], and after much reflection, Raeyna finally realized, and accepted, moving past her denial, that she really hadn't been living up to all of the tenants of Apsu's Paladin code, specifically the one when her purpose was unclear, to walk the roads of the world, in order to find a fresh focus... having chosen a life of settling down to live with her wife, the love of her life. Or perhaps she was in the middle of living that very edict itself... with what was about to unfold.
On this stormy night, a mystical symbol of some significance appeared in flames and searing pain on her forearm, Raeyna had now been Cursed, Branded in flame by [https://pathfinderwiki.com/wiki/Dahak Dahak] - Her fall from the Paladin's Code causing the absence of [https://pathfinderwiki.com/wiki/Apsu Apsu] 's protection from such influences... The fall from grace had been harsh on her, a bit of a shocking realization that she had only been holding onto her Paladin powers through sheer willpower, her overflowing good nature and motherly like care of anyone she met. She felt a sense of loss and cried that night, cried many tears, some of sadness, some of joy at acceptance of the truth, some of unknown reasons, just feelings. Her love, Yuki, held her through it all, soothing her and tending to the brand, helping Raeyna heal, both her body, her heart and her mind. Raeyna was also blessed with the Dragon Mystery, something deep and ancient that had always resided and flowed within her.
[[File:250px-Dragon_battle.jpg|frame|left|Dahak and Apsu battling, like the battle within Raeyna]]
With time, through patience and study - Raeyna still choses to follow Apsu's way, to the best of her abilities.<br />['''Apsu has no oracles, for he believes inflicting a curse on a living creature is a terrible crime against that being, even in exchange for divine power.''']<br />Even though she has been cursed by Dahak - Branded, she doesn't care, she still stands for all that is good and right in the world. And though Apsu does not seek out oracles, she still chooses to follow his way as best she can.
[[File:Imageproxy.gif|frame|Raeyna, Dragon mysetery Oracle]]
The two traveled for a while after that, spending about a year visiting a few places they'd always wanted to go and see, the cherry blossoms in Tian Xia, and the forests of Varisia. It took Yuki and Raeyna a little while, a long road trip they enjoyed deeply together, but they eventually found their way back to Absalom.
Raeyna was happily surprised that they decided to plant their feet and seek out adventure in a place she had always dearly called one of her homes, the sea fairing city state of Absalom. With Yuki by her side~
[[File:800px-Absalom_port.jpg|thumb|left|400px|Ships leave and enter the port of Absalom]]
==House Candren==
This house, of [https://pathfinderwiki.com/wiki/Taldan Taldan] heritage and [https://pathfinderwiki.com/wiki/Andoran Andoran] loyalty, is one of the city's eight most powerful houses and influential across the city. It is led by [https://pathfinderwiki.com/wiki/Goodman_Hugen Scion Goodman Hugen of House Candren], Grand Councilman, First Harbormaster, and owner of the [https://pathfinderwiki.com/mediawiki/index.php?title=Sea_King_Shipyards&action=edit&redlink=1 Sea King Shipyards].
'''Scion Lord Goodman Hugen''' is the leader of [https://pathfinderwiki.com/wiki/Houses_of_Absalom#House_Candren House Candren] in [https://pathfinderwiki.com/wiki/Absalom Absalom], with strong [https://pathfinderwiki.com/wiki/Andoran Andoran] sympathies. He is a member of the [https://pathfinderwiki.com/wiki/Grand_Council Grand Council], First Harbormaster, and the proprietor of the [https://pathfinderwiki.com/wiki/Sea_King_Shipyard Sea King Shipyard].<sup id="cite_ref-1">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-1 [1]]</sup> While he outwardly presents loyalty to [https://pathfinderwiki.com/wiki/Lord_Gyr Lord Gyr], he secretly abhors positions of nobility and privilege. By appointing Andoran agents to positions of power, he hopes one day to incite a popular revolt and return power to the common folk.<sup id="cite_ref-2">[https://pathfinderwiki.com/wiki/Goodman_Hugen#cite_note-2 [2]]</sup>
===Notable Family Members===
'''Scion Goodman Hugen '''of House Candren, who, not only freed her from slavery in the streets of Katapesh from the ownership of the Duskwalkers, also helped raise her as if she were his own daughter, though his business and duties to city and state kept him rather distant from her direct life even growing up, he was still a big figure and part of her life. Raeyna is curious what her adoptive father will think of her now, after her grand adventure in one of many possible fractured futures, as well as her many changes in her path in life.
'''Yukinari Saio''' her loving wife and long life companion. <3
== Theme Song ==
[[File:Fire Force -AMV- I'm Dangerous|thumb|330x330px]]
''Raeyna's theme song, I feel it really accentuates her whole journey and story so far. ''
<nowiki>-------------------------------------------------------</nowiki>
Band: The Everlove
Song: I'm Dangerous
''(p.s. also a great new anime, check it out ^.^, if you like that kinda thing)''
<nowiki>---------------------------------------------</nowiki>[[Category:Player Characters]]
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Raeyna Candren and Yukinari Saio
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Ragnar
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== '''Ragnar''' ==
{{Infobox_character|name = Ragnar|aliases = The rat king|relatives = Domovoi|affiliation = The red mantis|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Ifrit|gender = Male|height = 7'6"|weight = 183 lbs|eyes = Gold}}An enigmatic new figure to Absalom, the Pyromancer Ragnar.
== '''Appearance''' ==
Ragnar is a man who is almost immediately noticed wherever he goes. Due in no small part to his towering height, standing head and shoulders above most of the citizens of Absalom.
While his height is a readily obvious distinction the man is no less strange when taking in his other features, while most of his race is more vibrant in color, Ragnar's skin is gray as smoke however, his eyes, horns, and scales shine with a golden hue that is the unmistakable mark of the lineage of a golden dragon.
Beyond his bodily appearance for those who know something of Ifrit culture, most favor brightly colored vibrant clothing Ragnar, however, favors more subdued clothing, typically wearing either dull grays or blackish reds.
== '''Background''' ==
Those few who have deigned to ask of Ragnar's past are met with curt, simple answers. Hailing originally from Numeria's silver mount, he has wandered from place to place studying his magic, as well as researching elemental power, particularly that of the plane of fire, eventually deciding to come to Absalom as part of his research.
However, what story he gives to those who ask, while true, is not the whole truth.
What he leaves out of his story, is the fact that he set out from Numeria with a specific goal in mind, one that would eventually lead him to Ilizmagorti, a settlement on Mediogalti Island.
The island is not much to most, it has no exceptional resources or creatures, however, it is host to the infamous Red Mantis Assassins. The organization Ragnar has now become heavily affiliated with.
The reason he has chosen to become a member of the Red Mantis is a simple, mutually beneficial arrangement, Ragnar's research would be nigh impossible without the aid of serious amounts of gold and are conducted with such disrespect for danger that even Cheliax would question the process, and the Red Mantis gain a valuable ally in whatever affairs they need of a magical nature. Or just when they need to erase some evidence in hellfire. Afterall, it is hard for even magically inclined investigators to determine if there was any wrongdoing involved in the "Accident" of a mage who died of a sudden accident from the testing of a new spell.
Now a resident of Absalom, as of yet none suspect the recent addition that has aided the city in several minor incidents and even started schooling children of the city in return for an absolute minimum of pay, to actually be planning anything darker than his afternoon coffee.
== '''Personality''' ==
Ragnar is a quite enigmatic person, many of those who meet him in his day to day business would be likely to describe him as a friendly, sociable person, granted something of a trickster, and they would be correct for the most part.
However, those who have seen in "At work" would likely have a significantly different view of his personality, while maintaining his friendly attitude, he also has a disturbing smile on his face as he uses his powers to burn his enemies to a cinder.
== '''Abilities''' ==
Ragnar has a number of talents in his repertoire, while many would assume him to be a backline combatant, Ragnar throws himself into the fray with total abandon, fighting with a combination of magical power and iron fists, he is able to handle a wide variety of situations.
In non-combat scenarios, Ragnar is a dedicated researcher of magic, specializing in evocation and fire magic. This has given him power over flames few can claim to command. And fewer still truly wield.
== '''Other notable aspects''' ==
=== Religion ===
A common sight for those who see him is his necklace which bears the marks of two gods, the two-toned mask of Nethys, and the blue hand of Irori. Symbols that proclaim to all his devotion to magic, and to self-perfection.
However, few in the city know of the third god that holds his worship, Achaekek, the Red Mantis itself.
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Raleigh Octavius
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{{ATCOS_Character_Infobox|image1 = Raleigh_Octavius_Pic.png|row1 = "Me? I didn't do anything wrong, per se... I just did what seemed right."|gender = Male|race = Dhampir (Svetocher)|class = Antipaladin|alignment = Chaotic Evil|deity = N/A|age = 20 (Apparent) |height = 6'05"|weight = 191 lbs|hair = Raven Black|eyes = Azure}}
=='''<font size="6">Background</font>'''==
In the northern reaches of a distant land, the town of Ashkeep was generally known as a peaceful place. It was far from any important trade route, so it was rare to see merchants or bandits pass by the town. Ashkeep was, however, a well-known religious hub for pilgrims of all sorts, as it's most extravagant and massive building was a cathedral. Here, clerics and paladins of all sorts found sanctuary and safety amid the town's walls, and many came to pray or convene with their deities along their journeys.
In addition to pilgrims and holy folk, Ashkeep was more than happy to accept refugees and those seeking safety within their walls. Alicia Octavius, a Half-Elf with no family but her infant son, named Raleigh. They were allowed entry and provided with food, shelter, and neighbors of kind heart and wonderous repute. Thus, Raleigh Octavius grew up surrounded by Ashkeep's tall walls, and learned much about the town's history as a center of holy worship. The boy had what many described as an 'aura', and though no one could put a finger on exactly what that meant, they took it as a good sign.
It seemed, however, that Raleigh wasn't a perfectly normal Half-Elf. His skin seemed to remain ever pale, even as he grew into his teen years, and he had some distinct aversion to sunlight. Other children picked on him for his abnormalities, and more often than not Raleigh felt alone. He never could pick out exactly ''why'' his peers were so distant and cold; It just seemed like something natural. Regardless, it seemed as though the elders of the town never doubted the boy's ability or morals. They thought him completely innocent, even when a few other children turned up dead in an alley, or when a few elderly neighbors went missing altogether.
In truth, Raleigh was aware of something about himself that was far from obvious to his peers or elders; His father, a man named Moriarty, was a Moroi Vampire, and Raleigh himself was a Dhampir. Alicia Octavius, of course, was unaware of her son's strange lineage, and believed just as well as the other townsfolk that her son was an upstanding member of society. Through a combination of brilliant subtlty, controlled chaos, and deals made with the right shady individuals, Raleigh kept his secret hidden from everyone until the dawn of his eighteenth year, when he made his way out of town under the false pretense of a personal mission of faith. In reality, he left home in an attempt to find a way to cultivate new power. After many days and nights, he came across a twisted, ancient ruin, and decided to try something he'd learned about from the Paladins around Ashkeep.
Entering the ruin, he stood at the base of a shattered altar and spent a few hours coming up with an Oath. It was an Oath like no other, but in time it became exactly what he needed. Once ready, he recited an Oath of chaos, of selfish might, of riches taken and gain ill-gotten. He pledged, solemnly, sacredly, to always look out for himself. With that done, he decided to cultivate power and test his Oath through a number of different means. The first of his exploits, of course, was wandering, and for a couple years, that's all of what he did. Eventually, however, he discovered a place known as Absalom, and decided to make a trek there while he figured out a more efficient means of strengthening himself.
=='''<font size="6">His Story So Far</font>'''==
(Currently Pending)
=='''<font size="6">Appearance</font>'''==
Standing only slightly taller than most, Raleigh's build seems to imply physical weakness, as his frame is slim and his muscles appear underdeveloped for someone of his profession. At times, he may even seem emaciated or malnourished, but these are just the result of his heritage.
In many ways, he physically resembles his Half-Elf mother, though his Dhampir heritage is betrayed by a number of unique features. Raleigh's raven-black hair mimicks dusk, and occasionally shines violet in the right lighting. His skin, like marble, gleams with an unearthly pale tone, several shades brighter than what most humans would consider normal. Raleigh's grin, in contrast even to other Dhampir, actually bears a pair of fang-like inscisors of similar length and sharpness to those of a True Vampire.
The Dhampir's attire consists primarily of light armor wrapped in simple cloths. The edges of his heavier metal gear are lined with dyed fur, protecting him from abnormally cold climates. A Sword, Shield, and Warscythe are all mounted on his back, nearly always just within his reach. In an attempt to somewhat obscure his face, Raleigh ties a light, semi-transparent cloth around his head to obscure his eyes from others' sight.
=='''<font size="6">Personality</font>'''==
Raleigh Octavius is a cocky, arrogant individual. While years of acting sweet for his town's elders taught him how to present himself to others, he often prefers to treat associates with condescension and spite. He has no qualms about telling people how he feels about them (especially when he finds them obnoxious), and loves to make his enemies upset. He does, however, lack foresight, and thus cannot easily anticipate the results of his actions in regards to other people.
Ultimately, Raleigh is driven by a single goal; He aims to make himself happy. If his desires and selfish wants seem to cross the path of another person, he will likely trample that person if he has to. Anyone who gets in his way becomes an obstacle, and Raleigh Octavius does not take kindly to obstacles.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
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{{ATCOS_Character_Infobox|image1 = Raleigh_Octavius_Pic.png|row1 = "Me? I didn't do anything wrong, per se... I just did what seemed right."|gender = Male|race = Dhampir (Svetocher)|class = Antipaladin|alignment = Chaotic Evil|deity = N/A|age = 20 (Apparent) |height = 6'05"|weight = 191 lbs|hair = Raven Black|eyes = Azure}}
=='''<font size="6">Background</font>'''==
In the northern reaches of a distant land, the town of Ashkeep was generally known as a peaceful place. It was far from any important trade route, so it was rare to see merchants or bandits pass by the town. Ashkeep was, however, a well-known religious hub for pilgrims of all sorts, as it's most extravagant and massive building was a cathedral. Here, clerics and paladins of all sorts found sanctuary and safety amid the town's walls, and many came to pray or convene with their deities along their journeys.
In addition to pilgrims and holy folk, Ashkeep was more than happy to accept refugees and those seeking safety within their walls. Alicia Octavius, a Half-Elf with no family but her infant son, named Raleigh. They were allowed entry and provided with food, shelter, and neighbors of kind heart and wonderous repute. Thus, Raleigh Octavius grew up surrounded by Ashkeep's tall walls, and learned much about the town's history as a center of holy worship. The boy had what many described as an 'aura', and though no one could put a finger on exactly what that meant, they took it as a good sign.
It seemed, however, that Raleigh wasn't a perfectly normal Half-Elf. His skin seemed to remain ever pale, even as he grew into his teen years, and he had some distinct aversion to sunlight. Other children picked on him for his abnormalities, and more often than not Raleigh felt alone. He never could pick out exactly ''why'' his peers were so distant and cold; It just seemed like something natural. Regardless, it seemed as though the elders of the town never doubted the boy's ability or morals. They thought him completely innocent, even when a few other children turned up dead in an alley, or when a few elderly neighbors went missing altogether.
In truth, Raleigh was aware of something about himself that was far from obvious to his peers or elders; His father, a man named Moriarty, was a Moroi Vampire, and Raleigh himself was a Dhampir. Alicia Octavius, of course, was unaware of her son's strange lineage, and believed just as well as the other townsfolk that her son was an upstanding member of society. Through a combination of brilliant subtlty, controlled chaos, and deals made with the right shady individuals, Raleigh kept his secret hidden from everyone until the dawn of his eighteenth year, when he made his way out of town under the false pretense of a personal mission of faith. In reality, he left home in an attempt to find a way to cultivate new power. After many days and nights, he came across a twisted, ancient ruin, and decided to try something he'd learned about from the Paladins around Ashkeep.
Entering the ruin, he stood at the base of a shattered altar and spent a few hours coming up with an Oath. It was an Oath like no other, but in time it became exactly what he needed. Once ready, he recited an Oath of chaos, of selfish might, of riches taken and gain ill-gotten. He pledged, solemnly, sacredly, to always look out for himself. With that done, he decided to cultivate power and test his Oath through a number of different means. The first of his exploits, of course, was wandering, and for a couple years, that's all of what he did. Eventually, however, he discovered a place known as Absalom, and decided to make a trek there while he figured out a more efficient means of strengthening himself.
=='''<font size="6">His Story So Far</font>'''==
(Currently Pending)
=='''<font size="6">Appearance</font>'''==
Standing only slightly taller than most, Raleigh's build seems to imply physical weakness, as his frame is slim and his muscles appear underdeveloped for someone of his profession. At times, he may even seem emaciated or malnourished, but these are just the result of his heritage.
In many ways, he physically resembles his Half-Elf mother, though his Dhampir heritage is betrayed by a number of unique features. Raleigh's raven-black hair mimicks dusk, and occasionally shines violet in the right lighting. His skin, like marble, gleams with an unearthly pale tone, several shades brighter than what most humans would consider normal. Raleigh's grin, in contrast even to other Dhampir, actually bears a pair of fang-like inscisors of similar length and sharpness to those of a True Vampire.
The Dhampir's attire consists primarily of light armor wrapped in simple cloths. The edges of his heavier metal gear are lined with dyed fur, protecting him from abnormally cold climates. A Sword, Shield, and Warscythe are all mounted on his back, nearly always just within his reach. In an attempt to somewhat obscure his face, Raleigh ties a light, semi-transparent cloth around his head to obscure his eyes from others' sight.
=='''<font size="6">Personality</font>'''==
Raleigh Octavius is a cocky, arrogant individual. While years of acting sweet for his town's elders taught him how to present himself to others, he often prefers to treat associates with condescension and spite. He has no qualms about telling people how he feels about them (especially when he finds them obnoxious), and loves to make his enemies upset. He does, however, lack foresight, and thus cannot easily anticipate the results of his actions in regards to other people.
Ultimately, Raleigh is driven by a single goal; He aims to make himself happy. If his desires and selfish wants seem to cross the path of another person, he will likely trample that person if he has to. Anyone who gets in his way becomes an obstacle, and Raleigh Octavius does not take kindly to obstacles.
=='''<font size="6">Friends and Enemies</font>'''==
{| border="0" cellspacing="1" cellpadding="1" style="width:750px;" class="article-table"
|+Friends and Enemies Table
|-
! scope="row" style="width:15%;"|Friends
| style="height:100px;background-color:rgb(0,51,0);text-align:left;vertical-align:top;"|
|-
! scope="row"|Enemies
| style="height:100px;background-color:rgb(51,0,0);text-align:left;vertical-align:top;"|
|}
[[Category:Characters]]
[[Category:Player Characters]]
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Rama Jain
0
311
611
2019-08-02T16:02:31Z
Indrick Ballerale
35008465
Char Box
611
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Rama Jain, Dharma's Fist|image1 = Rama Jain.jpg|gender = Male|race = Half-Orc (Vudrani)|class = Striker/Warpriest|alignment = Lawful Good|deity = Irori|age = 28|height = 187cm|weight = 91kg|hair = Black|eyes = Brown}}
==<nowiki/>==
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612
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2019-08-02T17:54:55Z
Indrick Ballerale
35008465
612
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Rama Jain, Dharma's Fist|image1 = Rama Jain.jpg|gender = Male|race = Half-Orc (Vudrani)|class = Striker/Warpriest|alignment = Lawful Good|deity = Irori|age = 28|height = 187cm|weight = 91kg|hair = Black|eyes = Brown}}
==Backstory<nowiki/>==
=== Birth and Early Life ===
== Time in Absalom ==
== Appearance ==
== Personality ==
== Relationships ==
== The Dharma Style ==
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614
612
2019-08-02T23:42:56Z
Indrick Ballerale
35008465
Early life and training
614
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Rama Jain, Dharma's Fist|image1 = Tokita Ohma on the final day.png|gender = Male|race = Half-Orc (Vudrani)|class = Striker/Warpriest|alignment = Lawful Good|deity = Irori|age = 28|height = 182cm|weight = 85kg|hair = Black|eyes = Brown}}
==Backstory<nowiki/>==
=== Birth and Early Life ===
The Impossible Kingdoms of Vudra, consisting of over a hundred mahajanapadas, each ruled by their own Rajah, is a land unknown to the majority in the Inner Sea Region. Most people can tell you that they know of Vudra from Jalmeray and that it exists, but any further than that would stump the majority of people. In one such Mahajanapada, named Kuru, Rama Jain was born, to a Suta and his wife of the same caste. By virtue of his father serving in the Rajah's court, Rama was extremely fortunate. He was able to obtain teaching in the martial arts from a Kshatriya Priest of Irori alongside the children of the Rajah, though naturally he received no personal tutoring like those of a higher station did. At least, not publicly. Every day in the evening, he would be personally trained by that same Kshatriya, discarding all other methods of combat, and immersing him completely in the arts surrounding using one's own body as a weapon. Of course, Rama's own parents encouraged this, because if he had caught the attention of a member of a higher caste, that meant he had a chance for him to become a Kshatriya, if he distinguished himself enough. Needless to say, they were devastated when he, at the age of ten years old, left their home to devote himself to Irori in earnest.
=== Religious Training ===
In Vudra, Irori is the head of the entire Pantheon, thus most every religious man, woman, and child pay some sort of respect to The Perfect Human, and Rama was no different. Once he left his home with the Kshatriya, he was taken to a major temple of Irori in the capital of the Mahajanapada, where his training started in earnest.
Some would call it torture, some would call it brutal, some would call it unjustifiable. For Rama it was like finally being home. Daily drills, meditation, introspection and the reading of all sorts of philosophical works to sharpen one's mind and focus. That was the expectation in the temple searching for Self-Percetion, and Rama sought to match it, or even better, exceed it.
Irori was and is the God he venerates primarily, though surrounding Irori there are several lesser deities from whom he elucidates his own Dharma. Among these number Karna, a God of Charity, Arjuna, a God of Martial Skill, and Krishna, a God of Compassion. As a Man raised and trained amongst religious people from quite literally all walks of life, his own religion is crucial to him, as his faith centers him
== Time in Absalom ==
== Appearance ==
== Personality ==
== Relationships ==
== The Dharma Style ==
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616
614
2019-08-09T21:04:57Z
Indrick Ballerale
35008465
616
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Rama Jain, Dharma's Fist|image1 = Tokita Ohma on the final day.png|gender = Male|race = Half-Orc (Vudrani)|class = Striker/Warpriest|alignment = Lawful Good|deity = Irori|age = 28|height = 182cm|weight = 85kg|hair = Black|eyes = Brown}}
==Backstory<nowiki/>==
=== Birth and Early Life ===
The Impossible Kingdoms of Vudra, consisting of over a hundred mahajanapadas, each ruled by their own Rajah, is a land unknown to the majority in the Inner Sea Region. Most people can tell you that they know of Vudra from Jalmeray and that it exists, but any further than that would stump the majority of people. In one such Mahajanapada, named Kuru, Rama Jain was born, to a Suta and his wife of the same caste. By virtue of his father serving in the Rajah's court, Rama was extremely fortunate. He was able to obtain teaching in the martial arts from a Kshatriya Priest of Irori alongside the children of the Rajah, though naturally he received no personal tutoring like those of a higher station did. At least, not publicly. Every day in the evening, he would be personally trained by that same Kshatriya, discarding all other methods of combat, and immersing him completely in the arts surrounding using one's own body as a weapon. Of course, Rama's own parents encouraged this, because if he had caught the attention of a member of a higher caste, that meant he had a chance for him to become a Kshatriya, if he distinguished himself enough. Needless to say, they were devastated when he, at the age of ten years old, left their home to devote himself to Irori in earnest.
=== Religious Training ===
In Vudra, Irori is the head of the entire Pantheon, thus most every religious man, woman, and child pay some sort of respect to The Perfect Human, and Rama was no different. Once he left his home with the Kshatriya, he was taken to a major temple of Irori in the capital of the Mahajanapada, where his training started in earnest.
Some would call it torture, some would call it brutal, some would call it unjustifiable. For Rama it was like finally being home. Daily drills, meditation, introspection and the reading of all sorts of philosophical works to sharpen one's mind and focus. That was the expectation in the temple searching for Self-Percetion, and Rama sought to match it, or even better, exceed it.
Irori was and is the God he venerates primarily, though surrounding Irori there are several lesser deities from whom he elucidates his own Dharma. Among these number Karna, a God of Charity, Arjuna, a God of Martial Skill, and Krishna, a God of Compassion. As a Man raised and trained amongst religious people from quite literally all walks of life, his own religion is crucial to him, as his faith centers him, and helps him find what he really must do with his life.
=== A Wandering Warpriest ===
From the moment he reached the halls of the Perfect Human's temples, it was clear that he lacked the true patience to study towards full clergydom, and while he was disciplined, he would not make a true monk, so instead of attempting to become something he wasn't, so he did not. Blending aspects of both, he focused on the martial side of Irori's teachings, developing the seeds of a new style from several existing forms.
== Time in Absalom ==
== Appearance ==
== Personality ==
== Relationships ==
== The Dharma Style ==
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Raven Ashatari
0
189
327
2018-12-27T11:55:17Z
Eadbhard
37946355
Some minor edits, not finished yet
327
wikitext
text/x-wiki
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Raven Ashatari|image1 = Aeroniil.jpg|gender = Male|race = Duskwalker|class = Cleric|alignment = LN|deity = Pharasma|age = 20|height = 6'8|weight = 150|hair = Ginger|eyes = Electric blue}}
== Personality Traits ==
Raven tends to be open about mos things, though, there are a few exceptions, one of which is hist past. Albeit his past is an off limits topic, Raven does reference it from time to time, making interesting conversations. Raven tends to believe that he does his best constantly, no matter the circumstances he will look on the bright side of things. Raven also seeks to help the innocent where he can.
== Appearance ==
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329
327
2018-12-27T12:13:03Z
Eadbhard
37946355
329
wikitext
text/x-wiki
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Raven Ashatari|image1 = Aeroniil.jpg|gender = Male|race = Duskwalker|class = Cleric|alignment = LN|deity = Pharasma|age = 20|height = 6'8|weight = 150|hair = Ginger|eyes = Electric blue}}
== Personality Traits ==
Raven tends to be open about mos things, though, there are a few exceptions, one of which is hist past. Albeit his past is an off limits topic, Raven does reference it from time to time, making interesting conversations. Raven tends to believe that he does his best constantly, no matter the circumstances he will look on the bright side of things. Raven also seeks to help the innocent where he can. He finds joy in writing, although mostly poetry he has been known to write novels as well. Raven's biggest fear is undead, always has been.
== Appearance ==
Raven stands at 6'8, quite tall for a Duskwalker, his skin is deathly pale, though he has a relaxed smile. His hair is ginger in a long taper fade. Raven stands proudly in his armor, but when he's not wearing armor, that's when the fun begins he stands in a robe, primarily violet with golden accents. Raven is also of an average build, wielding more wisdom and charm than anything.
== Backstory ==
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330
329
2018-12-27T12:33:17Z
Eadbhard
37946355
/* Personality Traits */
330
wikitext
text/x-wiki
{{Infobox character}}{{ATCOS_Character_Infobox|title1 = Raven Ashatari|image1 = Aeroniil.jpg|gender = Male|race = Duskwalker|class = Cleric|alignment = LN|deity = Pharasma|age = 20|height = 6'8|weight = 150|hair = Ginger|eyes = Electric blue}}
== Personality Traits ==
Raven tends to be open about mos things, though, there are a few exceptions, one of which is hist past. Albeit his past is an off limits topic, Raven does reference it from time to time, making interesting conversations. Raven tends to believe that he does his best constantly, no matter the circumstances he will look on the bright side of things. Raven also seeks to help the innocent where he can. He finds joy in writing, although mostly poetry he has been known to write novels as well. Raven's biggest fear is undead, always has been.
== Appearance ==
Raven stands at 6'8, quite tall for a Duskwalker, his skin is deathly pale, though he has a relaxed smile. His hair is ginger in a long taper fade. Raven stands proudly in his armor, but when he's not wearing armor, that's when the fun begins he stands in a robe, primarily violet with golden accents. Raven is also of an average build, wielding more wisdom and charm than anything.
== Tennets ==
# No harm shall befall an innocent
# withhold all judgement as nobody has had the same opportunities I have
# live life to the fullest
== Backstory ==
When Raven was found, he was found in the backyard of a gnomish clockmaker, the man was interestingly busy with his work all the time. Raven was different from the other children, he didn't understand why until he spoke to tieflings about how he was different and they had told him he was one of Pharasma's chosen, so he set out to Absalom, for work and romance.
{| class="article-table"
|'''''Allies'''''
|None
|
|
|-
|'''''Enemies'''''
|None
|
|
|}
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Rei Lunalin
0
864
1844
2021-03-11T05:30:15Z
1GGGamer
48455901
Created page with "{{Infobox_character|name = Rei Lunalin|image = https://i.pinimg.com/564x/9a/77/09/9a77092efedb62c70b9ecf163e51581d.jpg|relatives = Alexander Lunalin (Father, head of family) M..."
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{{Infobox_character|name = Rei Lunalin|image = https://i.pinimg.com/564x/9a/77/09/9a77092efedb62c70b9ecf163e51581d.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = }}
==='''Appearance'''===
<br />
==='''History'''===
<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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{{Infobox_character|name = Rei Lunalin|image = https://img-9gag-fun.9cache.com/photo/ax7Yb4M_700bwp.webp|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = }}
==='''Appearance'''===
<br />
==='''History'''===
<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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1GGGamer
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{{Infobox_character|name = Rei_Lunalin.jpg|image = Rei Lunalin|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
<br />
==='''History'''===
<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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2021-03-11T05:49:59Z
1GGGamer
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
<br />
==='''History'''===
<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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2021-03-11T07:17:10Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.<br />
==='''History'''===
<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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2021-03-11T07:28:27Z
1GGGamer
48455901
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Katlyn, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: "Ancestor <br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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1850
2021-03-11T07:32:03Z
1GGGamer
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Katlyn, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, <br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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1852
1851
2021-03-11T08:17:22Z
1GGGamer
48455901
1852
wikitext
text/x-wiki
{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Katlyn, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Katlyn techniques, Katlyn talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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2021-03-11T08:18:04Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Katlyn, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Katlyn techniques, Katlyn talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...<br />
==='''Personality'''===
<br />
==='''Family History'''===
<br />
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2021-03-11T08:32:56Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Alexander Lunalin (Father, head of family)
Maria Lunalin (Mother)
Katlyn Lunalin (Older Sister)
Max Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = Unknown|imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Katlyn, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Katlyn techniques, Katlyn talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unnamed gunslinger who wiped out bandit camp after bandit camp without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Koruso Lunalin' who fought to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land.<br />
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Even Alexander, the soon-to-be family head at the time, saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unnamed gunslinger who wiped out bandit camp after bandit camp without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Koruso Lunalin' who fought to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land.<br />
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2021-03-11T08:42:40Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unnamed gunslinger who wiped out bandit camp after bandit camp without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Koruso Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land.<br />
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unnamed gunslinger who wiped out bandit camp after bandit camp without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Kuruso Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land.<br />
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2021-03-11T09:32:07Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unidentifiable gunslinger who wiped out camp after camp of bandits without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Kuruso Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land.<br />
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unidentifiable gunslinger who wiped out camp after camp of bandits without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Kuruso Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land, specifically a Manor in the Petal District of Absalom.<br />
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unidentifiable gunslinger who wiped out camp after camp of bandits without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Suroko Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land, specifically a Manor in the Petal District of Absalom.<br />
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2021-03-17T05:45:14Z
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{{Infobox_character|name = Rei Lunalin|image = Rei_Lunalin.jpg|relatives = Masaru Lunalin (Father, head of family)
Hikari Lunalin (Mother)
Keiko Lunalin (Older Sister)
Aki Lunalin (Younger Brother)|affiliation = Lunalin Family|species = Idyllkin|gender = Female|height = 4'8|weight = |imagecaption = |eyes=Blue}}
==='''Appearance'''===
A young, brunette woman with bunny ears and tail, Rei Lunalin carries no weapons, and wears no armor, causing most to assume she is either a noncombatant, or a caster of some sort. This could not be further from the truth, as she has trained to be a strong melee combatant with a psychic blade she can summon at a moments notice. She has few things that show off her more affluent heritage, the main one being a necklace with a single pearl on it.
<br />
==='''History'''===
Born into the Lunalin family, she had an easy life set out before her from birth. However, she was often found diligently reading about magic, or training out in the yard with a stick or sometimes a wooden sword. Confused and concerned, her parents asked her why she was training to fight. Her response was 'My ancestors told me to'. It was assumed she had some dream and had decided to follow it, but the training got to be complex and in-depth, things that such a young girl shouldn't have known would help the training. Again she was asked, and again she responded 'My ancestors told me to'. However, this time, the 11 year old girl added 'They keep nagging me if I don't'. It was at this point that the family started to worry more.
A few years after this response, and some constant monitoring, the family had sat down for dinner. They were calmly chatting when a servant came around to refill everyone's drinks. As they were poured, Rei suddenly summoned a blade of energy, the first time anyone had seen her Mind Blade, and swung it directly into the servant's chest, wounding him. After a brief commotion, and a servant being dispatched to the nearby healer's Rei was able to shout out that the drink they brought was poisoned. Nobody believed her at first. Masaru, the soon-to-be family head at the time, even saw doubt in her eyes as she desperately tried to defend herself. Only her older sister, Keiko, spoke up to have the drink checked when the healers came. Lo and behold, when it was checked with magic, there was found to be poison mixed into the drink. After a heartfelt apology, she was asked how she knew. Another odd situation, another question, and another strange response: 'Ancestor Dokimi told me it was poisoned'. However, this time, due to the name mentioned, they had something to go off of: the name.
Dokimi was one of the many prominent figures in the past of the Lunalin family. She in particular was known for being a master of alchemy and poisons, though not a user of such things. A crafter's name is almost never recorded in legends, so the Lunalin family would be the only ones to know of them. After some more questioning, it seems that Rei knew the names of many other Lesser Legends that came from within the family line. It was at this time that Rei revealed her secret: She could see, speak to, and hear the spirits of the many legendary figures of the Lunalin family, and they all seem to circle around her. At her request, this was kept from leaking, and only her close family knows about this secret of hers.
With her secret revealed, Rei's family started acting very cautiously around her, fearful of disappointing their many ancestors who seemed to be with Rei at her every step. Rei simply continued her training, learning technique after technique to further enhance her fighting capabilities. She became more open as well, due to her sister often visiting her during her training. The two grew close, Rei teaching Keiko techniques, Keiko talking about her experiences from academies and the like. Before, Rei had been quiet, not wanting to reveal her secret in case she was kicked out or shunned, but now that she was getting accepted, she was able to speak freely again! And a few years later, she finally set out from home to become an adventurer, and, hopefully, become one of the rare heroes sung about across the world...
<br />
==='''Personality'''===
Excitable and outgoing, though she sometimes becomes quiet and secretive due to her not wanting to let out her secret to others. She loves adventure, and even the mention of somewhere unknown gets her sparkly-eyed and smiling. In a fight, she's always smiling at the start, heart racing with excitement. When she gets hurt, her resolve gets more and more hardened, ready for the next blow, sword aiming for the vitals. She's always happy to make a friend, since she had none as a child, other than the spirits around her, and they were more teachers than friends.
<br />
==='''Family History'''===
The Lunalin family is filled with many unsung heroes, or, as they refer to them as, Lesser Legends. These consist of people with legendary talents that did nothing with them, or those whose achievements were great, but overlooked. A guard captain who held off an army at the gate for a minute going unnoticed due to the army still slamming against the walls, a blacksmith who created many a powerful sword who was never mentioned because they were never any used by legendary figures, and an unidentifiable gunslinger who wiped out camp after camp of bandits without leaving a trace of themselves would all be found recorded in the library of the Lunalin family. Always in the wrong place at the wrong time, or never pushing to have their names in the history books of scholars and writers.
The Lunalin family gained its noble status, and a good bit of fame, from one of the few members of it to have their names written somewhere other than their own shelves: A devil slayer by the name of 'Rosuko Lunalin' who lead a group to free the soul of a long-dead king, whose soul was sold to a Pit Fiend as part of a deal with a cultist. In the end, they were able to succeed and return the king's soul to its rightful afterlife, and was rewarded with a noble title and land, specifically a Manor in the Petal District of Absalom.<br />
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Created page with "{{Infobox_character|name = Rewrite|relatives = Atlas- Father. Fortune - Twin Sister|marital = Single|birthDate = 4/13|birthPlace = A Nondescript Ancient Village|species = Tief..."
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{{Infobox_character|name = Rewrite|relatives = Atlas- Father.
Fortune - Twin Sister|marital = Single|birthDate = 4/13|birthPlace = A Nondescript Ancient Village|species = Tiefling|gender = Female|height = 5'7|weight = 140lbs|eyes = Pink}}Contents
Appearance
Personality
Connections
== Backstory ==
text text
In Story
Text Text Text
[[Category:Characters]]
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{{Infobox_character|name = Rewrite|relatives = Atlas- Father.
Fortune - Twin Sister|marital = Single|birthDate = 4/13|birthPlace = A Nondescript Ancient Village|species = Tiefling|gender = Female|height = 5'7|weight = 140lbs|eyes = Pink}}
== Appearance ==
text text
== Personality ==
text text
== Connections ==
text text
== Backstory ==
text text
== In Story ==
Text Text Text
[[Category:Characters]]
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{{Infobox_character|name = Rewrite|relatives = Atlas- Father.
Fortune - Twin Sister|marital = Single|birthDate = 4/13|birthPlace = A Nondescript Ancient Village|species = Tiefling|gender = Female|height = 5'7|weight = 140lbs|eyes = Pink}}
== Appearance ==
== Personality ==
text text
== Connections ==
text text
== Backstory ==
Everyone has heard the tale of heroic adventures who fall off the 'just' path in one way or another. However, few stories are told about the cause of people's opinions on their hero turning sour, the one blamed. Rewrite was born one of these silenced entities.
A developing village found itself in dire states fighting to grow against monsters and other hostility attacking it, easily one could claim the place should have never survived. However, an adventuring ranger named Atlas was looking for a place to settle down and when he did the man became the hero that the village was so desperate for. Due to his years of adventuring he was beyond capable of protecting his new home and did so diligently for years as he built up a tavern attached to his house.
However, time always works against a hero and Atlas was aging no longer quiet capable of all the feats he'd pulled off in his youth when a succubus who led a small band of other fiendish creatures threatened the town. Rather the cruel sort the devilish leader of the group offered him one alternative to save the village after she defeated him in battle. Atlas had no choice, he submitted to her wish in order to ensure the safety of his home and true to her word the Succubus left with her minions afterwards. If that had been the end of it than he could have recovered from the blow to his reputation. However, nine months later the succubus returned to the village in the night to place an unpredicted side effect of her wish on his doorstep in a wicker basket covered by a blanket. The crying that awoke Atlas that fateful night was from a pair of twin teiflings who were going to need some really good Fortune to Rewrite the struggles he knew would come their way from the first glance at them, so he named them such.
The twins were never 'bad' children, just like most young creatures they were simply curious and joyed about the world. However, the village was far from delighted about Atlas keeping the fiend's offspring in spite of them also being his, particularly Rewrite who apart from having some scales scattering her body was a carbon copy of her mother. While the village tolerated Fortune to an extent whenever their father's back turned the other twin was treated with as much cruelty as they could muster without leaving a mark unless it was another child. Sadly, this treatment never ceased in the village, Atlas could do little about it especially when it was another villagers child causing damage, all he could do was teach Rewrite to not respond with the same violence she was greeted with. While it broke her fathers heart to allow such harshness to repeatedly be done to his daughter? He knew that if Rewrite harmed anyone the village would no longer consider his status as their 'hero' enough to keep her around and at her young age she would die on her own.
Once the twins were around eight Atlas offered to train them as Rangers to which Fortune accepted while Rewrite spent more time in the village trying to convince other's of her good heart. Sadly, no one would be convinced and instead a particularly hateful villager told her the truth about why she'd never be accepted by them. Learning of her heritage and the intentions her mother had to destroy the village she grew up in? She couldn't take it anymore between the rejection and the implication she'd never be able to fit in anywhere due to her inhuman heritage she returned to the house and found a knife using it in an attempt to rid herself of inhuman appendages. Luckily she passed out shortly after carving her second horn from her head right around when her family returned. That was the sole day that Atlas responded to the village with anger because the healer was bordering on rejecting treating the young girl, threatening things he likely didn't remember saying afterwards if they let her die.
After that Atlas became horribly protective of the hornless tiefling, never allowing her to remain alone again unless he was sure she'd been locked away from anything that she could use to cause herself harm. However, he still had to train Fortune as a Ranger and this led to bringing the distraught girl into the forest with them numerous times.
Bloody mass of feathers cowered amongst the roots of a large tree, while the idea seems morbid this was one of the best events of young Rewrites life as this is when her 'fate' to seemingly go down a dark path swayed. The creature in the roots was a hatchling Deinonychus who had been separated from its pack when some other small predator injured it's forearm. In spite of the growing darkness and strife inside of her due to her inability to be accepted by others, the young girls heart was still good. Rewrite spent hours that day earning the hatchlings trust enough to take it home with her so she could get father's help with both patching it up and tracking down its family to return it to them. Once the creature was recovered, Rewrite watched the small predator look back at her once before running off with its family.
After that incident Atlas had no problem getting his daughter to come into the forest, but instead of paying attention to ranger training she would just stare blankly off into the woodland. Quickly the hornless girl started vanishing during training the time it took to find her starting to take longer and longer. Outside of her families knowledge each time she vanished Rewrite had another experience that convinced her that Nature accepted her in a way that others never could, detaching her from 'civilization' and pushed her towards the path of a Druid.
A year passed with Atlas and Fortune unaware of how much Rewrite was progressing towards finding her own class in the world convinced she was drowning in herself. While the self loathing she possessed never went away? It was replaced with her devotion to nature and when a freak storm drove them uncomfortably deep into the forest her family would learn this. In spite of his years living near the village Atlas had never ventured towards the part of the woods they found themselves lost in as it was typically protected. The old hero was stunned when his daughter led them back to the village as if every bit of the unmarked land she led them through was memorized to her. Atlas asked Rewrite how she'd known the way home and when she mentioned having been to that part of the woods numerous times before, he realized that he had to stop trying to keep her so close. Being no fool he was well aware the forest already recognized his daughter as a budding druid and his attempts to teach her were only slowing her down.
Quickly after she was allowed to venture the woods entirely on her own the young girl fully blossomed into a Druid upon reuniting with the Deinonychus she'd saved back at the start of her journey. Once the female raptor became her Animal Companion the girls journey towards becoming a Druid was complete and the two started any journey they could through their native woodland with Atlas letting them use the house as a home base.
During those days Rewrite forgot about the lack of acceptance from humanity, each day was blissfully spent with her companion Mercy before they returned home. Sadly, those days came to a close when she turned seventeen, father calling her into his bedroom to inform her that he was terminally ill. Atlas was well aware that when he passed if she was there the villagers would chase Rewrite away, possibly try to end her perhaps even torch the forest to achieve it if she fled there. Breaking his own heart the man told his daughter to leave for her own journey, perhaps try to give 'humanity' another shot elsewhere, find a new home where she'd be safe for the rest of her long life.
Since that day Rewrite and Mercy have been traveling across the world seeking a new home while sending letters back and forth with Father allowing her to be painfully aware of her sister coming down with an illness causing her to behave like a dragon.
== In Story ==
Text Text Text
[[Category:Characters]]
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{{ATCOS Character Infobox|title1 = Rewrite|caption1 = text|row1 = text|gender = Female|race = Tiefling|class = Druid|alignment = Neutral Good|deity = Nature Itself|age = 17 (Appears 14)|height = 5'7|weight = 140lbs|hair = Pink|eyes = Pink}}
== Appearance ==
text text
== Personality ==
text text
== Connections ==
Mother - Since this Succubus abandoned the twins her hornless daughter has no positive feelings towards the fiend. Rewrite does however wish to speak to her mother at least once since it's an empty hole in her life. This woman is one of the few holes of anger within the Teifling as she blames her trouble fitting in on her mothers actions instead of the village.
Birth Place Villagers - At one time she was incredibly angry at the villagers around her, but eventually as time passed this faded to a sadness rooted in her desire to be accepted.
Atlas - Raised by the
Fortune - Having grew up alongside
Atlas & Fortune Animal Companions -
Mercy -
== Backstory ==
Everyone has heard the tale of heroic adventures who fall off the 'just' path in one way or another. However, few stories are told about the cause of people's opinions on their hero turning sour, the one blamed. Rewrite was born one of these silenced entities.
A developing village found itself in dire states fighting to grow against monsters and other hostility attacking it, easily one could claim the place should have never survived. However, an adventuring ranger named Atlas was looking for a place to settle down and when he did the man became the hero that the village was so desperate for. Due to his years of adventuring he was beyond capable of protecting his new home and did so diligently for years as he built up a tavern attached to his house.
However, time always works against a hero and Atlas was aging no longer quiet capable of all the feats he'd pulled off in his youth when a succubus who led a small band of other fiendish creatures threatened the town. Rather the cruel sort the devilish leader of the group offered him one alternative to save the village after she defeated him in battle. Atlas had no choice, he submitted to her wish in order to ensure the safety of his home and true to her word the Succubus left with her minions afterwards. If that had been the end of it than he could have recovered from the blow to his reputation. However, nine months later the succubus returned to the village in the night to place an unpredicted side effect of her wish on his doorstep in a wicker basket covered by a blanket. The crying that awoke Atlas that fateful night was from a pair of twin teiflings who were going to need some really good Fortune to Rewrite the struggles he knew would come their way from the first glance at them, so he named them such.
The twins were never 'bad' children, just like most young creatures they were simply curious and joyed about the world. However, the village was far from delighted about Atlas keeping the fiend's offspring in spite of them also being his, particularly Rewrite who apart from having some scales scattering her body was a carbon copy of her mother. While the village tolerated Fortune to an extent whenever their father's back turned the other twin was treated with as much cruelty as they could muster without leaving a mark unless it was another child. Sadly, this treatment never ceased in the village, Atlas could do little about it especially when it was another villagers child causing damage, all he could do was teach Rewrite to not respond with the same violence she was greeted with. While it broke her fathers heart to allow such harshness to repeatedly be done to his daughter? He knew that if Rewrite harmed anyone the village would no longer consider his status as their 'hero' enough to keep her around and at her young age she would die on her own.
Once the twins were around eight Atlas offered to train them as Rangers to which Fortune accepted while Rewrite spent more time in the village trying to convince other's of her good heart. Sadly, no one would be convinced and instead a particularly hateful villager told her the truth about why she'd never be accepted by them. Learning of her heritage and the intentions her mother had to destroy the village she grew up in? She couldn't take it anymore between the rejection and the implication she'd never be able to fit in anywhere due to her inhuman heritage she returned to the house and found a knife using it in an attempt to rid herself of inhuman appendages. Luckily she passed out shortly after carving her second horn from her head right around when her family returned. That was the sole day that Atlas responded to the village with anger because the healer was bordering on rejecting treating the young girl, threatening things he likely didn't remember saying afterwards if they let her die.
After that Atlas became horribly protective of the hornless tiefling, never allowing her to remain alone again unless he was sure she'd been locked away from anything that she could use to cause herself harm. However, he still had to train Fortune as a Ranger and this led to bringing the distraught girl into the forest with them numerous times.
Bloody mass of feathers cowered amongst the roots of a large tree, while the idea seems morbid this was one of the best events of young Rewrites life as this is when her 'fate' to seemingly go down a dark path swayed. The creature in the roots was a hatchling Deinonychus who had been separated from its pack when some other small predator injured it's forearm. In spite of the growing darkness and strife inside of her due to her inability to be accepted by others, the young girls heart was still good. Rewrite spent hours that day earning the hatchlings trust enough to take it home with her so she could get father's help with both patching it up and tracking down its family to return it to them. Once the creature was recovered, Rewrite watched the small predator look back at her once before running off with its family.
After that incident Atlas had no problem getting his daughter to come into the forest, but instead of paying attention to ranger training she would just stare blankly off into the woodland. Quickly the hornless girl started vanishing during training the time it took to find her starting to take longer and longer. Outside of her families knowledge each time she vanished Rewrite had another experience that convinced her that Nature accepted her in a way that others never could, detaching her from 'civilization' and pushed her towards the path of a Druid.
A year passed with Atlas and Fortune unaware of how much Rewrite was progressing towards finding her own class in the world convinced she was drowning in herself. While the self loathing she possessed never went away? It was replaced with her devotion to nature and when a freak storm drove them uncomfortably deep into the forest her family would learn this. In spite of his years living near the village Atlas had never ventured towards the part of the woods they found themselves lost in as it was typically protected. The old hero was stunned when his daughter led them back to the village as if every bit of the unmarked land she led them through was memorized to her. Atlas asked Rewrite how she'd known the way home and when she mentioned having been to that part of the woods numerous times before, he realized that he had to stop trying to keep her so close. Being no fool he was well aware the forest already recognized his daughter as a budding druid and his attempts to teach her were only slowing her down.
Quickly after she was allowed to venture the woods entirely on her own the young girl fully blossomed into a Druid upon reuniting with the Deinonychus she'd saved back at the start of her journey. Once the female raptor became her Animal Companion the girls journey towards becoming a Druid was complete and the two started any journey they could through their native woodland with Atlas letting them use the house as a home base.
During those days Rewrite forgot about the lack of acceptance from humanity, each day was blissfully spent with her companion Mercy before they returned home. Sadly, those days came to a close when she turned seventeen, father calling her into his bedroom to inform her that he was terminally ill. Atlas was well aware that when he passed if she was there the villagers would chase Rewrite away, possibly try to end her perhaps even torch the forest to achieve it if she fled there. Breaking his own heart the man told his daughter to leave for her own journey, perhaps try to give 'humanity' another shot elsewhere, find a new home where she'd be safe for the rest of her long life.
Since that day Rewrite and Mercy have been traveling across the world seeking a new home while sending letters back and forth with Father allowing her to be painfully aware of her sister coming down with an illness causing her to behave like a dragon.
== In Story ==
Text Text Text
[[Category:Characters]]
64rsbl29wetjvq3kob7itnwz29gwwf2
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2019-05-22T03:12:42Z
75.34.156.162
464
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text/x-wiki
{{ATCOS Character Infobox|title1 = Rewrite|caption1 = text|row1 = text|gender = Female|race = Tiefling|class = Druid|alignment = Neutral Good|deity = Nature Itself|age = 17 (Appears 14)|height = 5'7|weight = 140lbs|hair = Pink|eyes = Pink}}
== Appearance ==
Rewrite appears
== Personality ==
text text
== Connections ==
Mother - Since this Succubus abandoned the twins her hornless daughter has no positive feelings towards the fiend. Rewrite does however wish to speak to her mother at least once since it's an empty hole in her life. This woman is one of the few holes of anger within the Teifling as she blames her trouble fitting in on her mothers actions instead of the village.
Birth Place Villagers - At one time she was incredibly angry at the villagers around her, but eventually as time passed this faded to a sadness rooted in her desire to be accepted.
Atlas - Raised by the old hero, Rewrite often tried to model her behavior with humans by the way he treated them. Having to leave him to die on his own is something she regrets, but death is part of natures cycle much as life is and she understands his wish to ensure she long outlives him.
Fortune - Having grew up alongside her twin their relationship is incredibly fond but not as codependent as what most twins possess. They love each other very much, but due to picking up their classes at a young age the duo didn't spent as much time relying on each other. However, Rewrite very much regrets and worries over Fortune now that she's aware of her twins illness, though she hasn't chosen a course of action, yet.
Atlas & Fortune Animal Companions - Growing up the Stag and Owl were very good playmates to Rewrite when neither father nor sister were available. While she is fond of them, Rewrite doesn't miss them quiet as much as she does their companions.
Mercy - Serving as Rewrites Druid companion they are incredibly faithful to each other even to a fault due to their history. Mercy is very aware that she wouldn't have survived her brush with the other predator as a hatchling without her Druid and Rewrite is aware she'd have never found her calling without her Companion.
== Backstory ==
Everyone has heard the tale of heroic adventures who fall off the 'just' path in one way or another. However, few stories are told about the cause of people's opinions on their hero turning sour, the one blamed. Rewrite was born one of these silenced entities.
A developing village found itself in dire states fighting to grow against monsters and other hostility attacking it, easily one could claim the place should have never survived. However, an adventuring ranger named Atlas was looking for a place to settle down and when he did the man became the hero that the village was so desperate for. Due to his years of adventuring he was beyond capable of protecting his new home and did so diligently for years as he built up a tavern attached to his house.
However, time always works against a hero and Atlas was aging no longer quiet capable of all the feats he'd pulled off in his youth when a succubus who led a small band of other fiendish creatures threatened the town. Rather the cruel sort the devilish leader of the group offered him one alternative to save the village after she defeated him in battle. Atlas had no choice, he submitted to her wish in order to ensure the safety of his home and true to her word the Succubus left with her minions afterwards. If that had been the end of it than he could have recovered from the blow to his reputation. However, nine months later the succubus returned to the village in the night to place an unpredicted side effect of her wish on his doorstep in a wicker basket covered by a blanket. The crying that awoke Atlas that fateful night was from a pair of twin teiflings who were going to need some really good Fortune to Rewrite the struggles he knew would come their way from the first glance at them, so he named them such.
The twins were never 'bad' children, just like most young creatures they were simply curious and joyed about the world. However, the village was far from delighted about Atlas keeping the fiend's offspring in spite of them also being his, particularly Rewrite who apart from having some scales scattering her body was a carbon copy of her mother. While the village tolerated Fortune to an extent whenever their father's back turned the other twin was treated with as much cruelty as they could muster without leaving a mark unless it was another child. Sadly, this treatment never ceased in the village, Atlas could do little about it especially when it was another villagers child causing damage, all he could do was teach Rewrite to not respond with the same violence she was greeted with. While it broke her fathers heart to allow such harshness to repeatedly be done to his daughter? He knew that if Rewrite harmed anyone the village would no longer consider his status as their 'hero' enough to keep her around and at her young age she would die on her own.
Once the twins were around eight Atlas offered to train them as Rangers to which Fortune accepted while Rewrite spent more time in the village trying to convince other's of her good heart. Sadly, no one would be convinced and instead a particularly hateful villager told her the truth about why she'd never be accepted by them. Learning of her heritage and the intentions her mother had to destroy the village she grew up in? She couldn't take it anymore between the rejection and the implication she'd never be able to fit in anywhere due to her inhuman heritage she returned to the house and found a knife using it in an attempt to rid herself of inhuman appendages. Luckily she passed out shortly after carving her second horn from her head right around when her family returned. That was the sole day that Atlas responded to the village with anger because the healer was bordering on rejecting treating the young girl, threatening things he likely didn't remember saying afterwards if they let her die.
After that Atlas became horribly protective of the hornless tiefling, never allowing her to remain alone again unless he was sure she'd been locked away from anything that she could use to cause herself harm. However, he still had to train Fortune as a Ranger and this led to bringing the distraught girl into the forest with them numerous times.
Bloody mass of feathers cowered amongst the roots of a large tree, while the idea seems morbid this was one of the best events of young Rewrites life as this is when her 'fate' to seemingly go down a dark path swayed. The creature in the roots was a hatchling Deinonychus who had been separated from its pack when some other small predator injured it's forearm. In spite of the growing darkness and strife inside of her due to her inability to be accepted by others, the young girls heart was still good. Rewrite spent hours that day earning the hatchlings trust enough to take it home with her so she could get father's help with both patching it up and tracking down its family to return it to them. Once the creature was recovered, Rewrite watched the small predator look back at her once before running off with its family.
After that incident Atlas had no problem getting his daughter to come into the forest, but instead of paying attention to ranger training she would just stare blankly off into the woodland. Quickly the hornless girl started vanishing during training the time it took to find her starting to take longer and longer. Outside of her families knowledge each time she vanished Rewrite had another experience that convinced her that Nature accepted her in a way that others never could, detaching her from 'civilization' and pushed her towards the path of a Druid.
A year passed with Atlas and Fortune unaware of how much Rewrite was progressing towards finding her own class in the world convinced she was drowning in herself. While the self loathing she possessed never went away? It was replaced with her devotion to nature and when a freak storm drove them uncomfortably deep into the forest her family would learn this. In spite of his years living near the village Atlas had never ventured towards the part of the woods they found themselves lost in as it was typically protected. The old hero was stunned when his daughter led them back to the village as if every bit of the unmarked land she led them through was memorized to her. Atlas asked Rewrite how she'd known the way home and when she mentioned having been to that part of the woods numerous times before, he realized that he had to stop trying to keep her so close. Being no fool he was well aware the forest already recognized his daughter as a budding druid and his attempts to teach her were only slowing her down.
Quickly after she was allowed to venture the woods entirely on her own the young girl fully blossomed into a Druid upon reuniting with the Deinonychus she'd saved back at the start of her journey. Once the female raptor became her Animal Companion the girls journey towards becoming a Druid was complete and the two started any journey they could through their native woodland with Atlas letting them use the house as a home base.
During those days Rewrite forgot about the lack of acceptance from humanity, each day was blissfully spent with her companion Mercy before they returned home. Sadly, those days came to a close when she turned seventeen, father calling her into his bedroom to inform her that he was terminally ill. Atlas was well aware that when he passed if she was there the villagers would chase Rewrite away, possibly try to end her perhaps even torch the forest to achieve it if she fled there. Breaking his own heart the man told his daughter to leave for her own journey, perhaps try to give 'humanity' another shot elsewhere, find a new home where she'd be safe for the rest of her long life.
Since that day Rewrite and Mercy have been traveling across the world seeking a new home while sending letters back and forth with Father allowing her to be painfully aware of her sister coming down with an illness causing her to behave like a dragon.
== In Story ==
Text Text Text
[[Category:Characters]]
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2019-05-22T18:08:28Z
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{{ATCOS Character Infobox|title1 = Rewrite|caption1 = text|row1 = text|gender = Female|race = Tiefling|class = Druid|alignment = Neutral Good|deity = Nature Itself|age = 17 (Appears 14)|height = 5'7|weight = 140lbs|hair = Pink|eyes = Pink}}
== Appearance ==
Rewrite appears
== Personality ==
Having spent a good portion of her life being rejected or surrounded by nature this girl is one without many people skills. While she has a good heart and does genuinely wish to help people within her own ideals of doing so? Rewrite can often be hampered by a comprised ability to communicate properly with other humanoid entities rashly assuming their opinion of her as negative regardless of their initial actions. Due to being so adjusted to being met with cruelty anything humanoid begins with a sort of minus to interacting with her that must be overcome before she's willing to consider that perhaps they aren't the same as others.
However, her slow ability to forge positive connections with most other humanoids is not the only negative of her relative isolation. While most people learn to question the motives of others, Rewrite never quite learned that sometimes a 'friend' can actually be an enemy.
== Connections ==
Mother - Since this Succubus abandoned the twins her hornless daughter has no positive feelings towards the fiend. Rewrite does however wish to speak to her mother at least once since it's an empty hole in her life. This woman is one of the few holes of anger within the Teifling as she blames her trouble fitting in on her mothers actions instead of the village.
Birth Place Villagers - At one time she was incredibly angry at the villagers around her, but eventually as time passed this faded to a sadness rooted in her desire to be accepted.
Atlas - Raised by the old hero, Rewrite often tried to model her behavior with humans by the way he treated them. Having to leave him to die on his own is something she regrets, but death is part of natures cycle much as life is and she understands his wish to ensure she long outlives him.
Fortune - Having grew up alongside her twin their relationship is incredibly fond but not as codependent as what most twins possess. They love each other very much, but due to picking up their classes at a young age the duo didn't spent as much time relying on each other. However, Rewrite very much regrets and worries over Fortune now that she's aware of her twins illness, though she hasn't chosen a course of action, yet.
Atlas & Fortune Animal Companions - Growing up the Stag and Owl were very good playmates to Rewrite when neither father nor sister were available. While she is fond of them, Rewrite doesn't miss them quiet as much as she does their companions.
Mercy - Serving as Rewrites Druid companion they are incredibly faithful to each other even to a fault due to their history. Mercy is very aware that she wouldn't have survived her brush with the other predator as a hatchling without her Druid and Rewrite is aware she'd have never found her calling without her Companion.
== Backstory ==
Everyone has heard the tale of heroic adventures who fall off the 'just' path in one way or another. However, few stories are told about the cause of people's opinions on their hero turning sour, the one blamed. Rewrite was born one of these silenced entities.
A developing village found itself in dire states fighting to grow against monsters and other hostility attacking it, easily one could claim the place should have never survived. However, an adventuring ranger named Atlas was looking for a place to settle down and when he did the man became the hero that the village was so desperate for. Due to his years of adventuring he was beyond capable of protecting his new home and did so diligently for years as he built up a tavern attached to his house.
However, time always works against a hero and Atlas was aging no longer quiet capable of all the feats he'd pulled off in his youth when a succubus who led a small band of other fiendish creatures threatened the town. Rather the cruel sort the devilish leader of the group offered him one alternative to save the village after she defeated him in battle. Atlas had no choice, he submitted to her wish in order to ensure the safety of his home and true to her word the Succubus left with her minions afterwards. If that had been the end of it than he could have recovered from the blow to his reputation. However, nine months later the succubus returned to the village in the night to place an unpredicted side effect of her wish on his doorstep in a wicker basket covered by a blanket. The crying that awoke Atlas that fateful night was from a pair of twin teiflings who were going to need some really good Fortune to Rewrite the struggles he knew would come their way from the first glance at them, so he named them such.
The twins were never 'bad' children, just like most young creatures they were simply curious and joyed about the world. However, the village was far from delighted about Atlas keeping the fiend's offspring in spite of them also being his, particularly Rewrite who apart from having some scales scattering her body was a carbon copy of her mother. While the village tolerated Fortune to an extent whenever their father's back turned the other twin was treated with as much cruelty as they could muster without leaving a mark unless it was another child. Sadly, this treatment never ceased in the village, Atlas could do little about it especially when it was another villagers child causing damage, all he could do was teach Rewrite to not respond with the same violence she was greeted with. While it broke her fathers heart to allow such harshness to repeatedly be done to his daughter? He knew that if Rewrite harmed anyone the village would no longer consider his status as their 'hero' enough to keep her around and at her young age she would die on her own.
Once the twins were around eight Atlas offered to train them as Rangers to which Fortune accepted while Rewrite spent more time in the village trying to convince other's of her good heart. Sadly, no one would be convinced and instead a particularly hateful villager told her the truth about why she'd never be accepted by them. Learning of her heritage and the intentions her mother had to destroy the village she grew up in? She couldn't take it anymore between the rejection and the implication she'd never be able to fit in anywhere due to her inhuman heritage she returned to the house and found a knife using it in an attempt to rid herself of inhuman appendages. Luckily she passed out shortly after carving her second horn from her head right around when her family returned. That was the sole day that Atlas responded to the village with anger because the healer was bordering on rejecting treating the young girl, threatening things he likely didn't remember saying afterwards if they let her die.
After that Atlas became horribly protective of the hornless tiefling, never allowing her to remain alone again unless he was sure she'd been locked away from anything that she could use to cause herself harm. However, he still had to train Fortune as a Ranger and this led to bringing the distraught girl into the forest with them numerous times.
Bloody mass of feathers cowered amongst the roots of a large tree, while the idea seems morbid this was one of the best events of young Rewrites life as this is when her 'fate' to seemingly go down a dark path swayed. The creature in the roots was a hatchling Deinonychus who had been separated from its pack when some other small predator injured it's forearm. In spite of the growing darkness and strife inside of her due to her inability to be accepted by others, the young girls heart was still good. Rewrite spent hours that day earning the hatchlings trust enough to take it home with her so she could get father's help with both patching it up and tracking down its family to return it to them. Once the creature was recovered, Rewrite watched the small predator look back at her once before running off with its family.
After that incident Atlas had no problem getting his daughter to come into the forest, but instead of paying attention to ranger training she would just stare blankly off into the woodland. Quickly the hornless girl started vanishing during training the time it took to find her starting to take longer and longer. Outside of her families knowledge each time she vanished Rewrite had another experience that convinced her that Nature accepted her in a way that others never could, detaching her from 'civilization' and pushed her towards the path of a Druid.
A year passed with Atlas and Fortune unaware of how much Rewrite was progressing towards finding her own class in the world convinced she was drowning in herself. While the self loathing she possessed never went away? It was replaced with her devotion to nature and when a freak storm drove them uncomfortably deep into the forest her family would learn this. In spite of his years living near the village Atlas had never ventured towards the part of the woods they found themselves lost in as it was typically protected. The old hero was stunned when his daughter led them back to the village as if every bit of the unmarked land she led them through was memorized to her. Atlas asked Rewrite how she'd known the way home and when she mentioned having been to that part of the woods numerous times before, he realized that he had to stop trying to keep her so close. Being no fool he was well aware the forest already recognized his daughter as a budding druid and his attempts to teach her were only slowing her down.
Quickly after she was allowed to venture the woods entirely on her own the young girl fully blossomed into a Druid upon reuniting with the Deinonychus she'd saved back at the start of her journey. Once the female raptor became her Animal Companion the girls journey towards becoming a Druid was complete and the two started any journey they could through their native woodland with Atlas letting them use the house as a home base.
During those days Rewrite forgot about the lack of acceptance from humanity, each day was blissfully spent with her companion Mercy before they returned home. Sadly, those days came to a close when she turned seventeen, father calling her into his bedroom to inform her that he was terminally ill. Atlas was well aware that when he passed if she was there the villagers would chase Rewrite away, possibly try to end her perhaps even torch the forest to achieve it if she fled there. Breaking his own heart the man told his daughter to leave for her own journey, perhaps try to give 'humanity' another shot elsewhere, find a new home where she'd be safe for the rest of her long life.
Since that day Rewrite and Mercy have been traveling across the world seeking a new home while sending letters back and forth with Father allowing her to be painfully aware of her sister coming down with an illness causing her to behave like a dragon.
== In Story ==
Text Text Text
[[Category:Characters]]
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466
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2019-05-22T20:58:56Z
75.34.156.162
466
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text/x-wiki
{{ATCOS Character Infobox|title1 = Rewrite|caption1 = text|row1 = text|gender = Female|race = Tiefling|class = Druid|alignment = Neutral Good|deity = Nature Itself|age = 17 (Appears 14)|height = 5'7|weight = 140lbs|hair = Pink|eyes = Pink}}
== Appearance ==
Rewrite is extremely slender especially when one considers her height, lean muscle being the only type beneath her grey flesh. Shoulder length pink hair frames her face matching her pink eyes, bangs hiding the scars where horns once emerged. While she's been hornless for years, pointed ears, patches of black scales, a long prehensile tail, and slightly raptor like feet still clearly signal her as part fiend. The girls typical style is designed to hide her inhuman features tending to long sleeves beneath hooded cloaks and long thick furry flat boots, in spite of the fact wearing so much makes her uncomfortable.
== Personality ==
Isolated from humanoid communication expect for her father it's fair to say that this tiefling has less developed social skills than most with anything that isn't an animal. While she's been given the teachings of an hero it's easy for her good heart to be drown beneath her lack of understanding in the world. Though even worse is the fact that due to the interactions she's had being so one dimensional towards loving or despising her, this girl has no idea the true amount of deviance and cunning that can exist in the world. Quiet easily once gets past her solitary nature, she could become the mark for someone less than savory because she doesn't know not to trust people who seem to have good intentions. For her, the world is fairly one dimensional. Thus as of current she doesn't seem to have as much of a personality as others.
== Connections ==
Mother - Since this Succubus abandoned the twins her hornless daughter has no positive feelings towards the fiend. Rewrite does however wish to speak to her mother at least once since it's an empty hole in her life. This woman is one of the few holes of anger within the Teifling as she blames her trouble fitting in on her mothers actions instead of the village.
Birth Place Villagers - At one time she was incredibly angry at the villagers around her, but eventually as time passed this faded to a sadness rooted in her desire to be accepted.
Atlas - Raised by the old hero, Rewrite often tried to model her behavior with humans by the way he treated them. Having to leave him to die on his own is something she regrets, but death is part of natures cycle much as life is and she understands his wish to ensure she long outlives him.
Fortune - Having grew up alongside her twin their relationship is incredibly fond but not as codependent as what most twins possess. They love each other very much, but due to picking up their classes at a young age the duo didn't spent as much time relying on each other. However, Rewrite very much regrets and worries over Fortune now that she's aware of her twins illness, though she hasn't chosen a course of action, yet.
Atlas & Fortune Animal Companions - Growing up the Stag and Owl were very good playmates to Rewrite when neither father nor sister were available. While she is fond of them, Rewrite doesn't miss them quiet as much as she does their companions.
Mercy - Serving as Rewrites Druid companion they are incredibly faithful to each other even to a fault due to their history. Mercy is very aware that she wouldn't have survived her brush with the other predator as a hatchling without her Druid and Rewrite is aware she'd have never found her calling without her Companion.
== Backstory ==
Everyone has heard the tale of heroic adventures who fall off the 'just' path in one way or another. However, few stories are told about the cause of people's opinions on their hero turning sour, the one blamed. Rewrite was born one of these silenced entities.
A developing village found itself in dire states fighting to grow against monsters and other hostility attacking it, easily one could claim the place should have never survived. However, an adventuring ranger named Atlas was looking for a place to settle down and when he did the man became the hero that the village was so desperate for. Due to his years of adventuring he was beyond capable of protecting his new home and did so diligently for years as he built up a tavern attached to his house.
However, time always works against a hero and Atlas was aging no longer quiet capable of all the feats he'd pulled off in his youth when a succubus who led a small band of other fiendish creatures threatened the town. Rather the cruel sort the devilish leader of the group offered him one alternative to save the village after she defeated him in battle. Atlas had no choice, he submitted to her wish in order to ensure the safety of his home and true to her word the Succubus left with her minions afterwards. If that had been the end of it than he could have recovered from the blow to his reputation. However, nine months later the succubus returned to the village in the night to place an unpredicted side effect of her wish on his doorstep in a wicker basket covered by a blanket. The crying that awoke Atlas that fateful night was from a pair of twin teiflings who were going to need some really good Fortune to Rewrite the struggles he knew would come their way from the first glance at them, so he named them such.
The twins were never 'bad' children, just like most young creatures they were simply curious and joyed about the world. However, the village was far from delighted about Atlas keeping the fiend's offspring in spite of them also being his, particularly Rewrite who apart from having some scales scattering her body was a carbon copy of her mother. While the village tolerated Fortune to an extent whenever their father's back turned the other twin was treated with as much cruelty as they could muster without leaving a mark unless it was another child. Sadly, this treatment never ceased in the village, Atlas could do little about it especially when it was another villagers child causing damage, all he could do was teach Rewrite to not respond with the same violence she was greeted with. While it broke her fathers heart to allow such harshness to repeatedly be done to his daughter? He knew that if Rewrite harmed anyone the village would no longer consider his status as their 'hero' enough to keep her around and at her young age she would die on her own.
Once the twins were around eight Atlas offered to train them as Rangers to which Fortune accepted while Rewrite spent more time in the village trying to convince other's of her good heart. Sadly, no one would be convinced and instead a particularly hateful villager told her the truth about why she'd never be accepted by them. Learning of her heritage and the intentions her mother had to destroy the village she grew up in? She couldn't take it anymore between the rejection and the implication she'd never be able to fit in anywhere due to her inhuman heritage she returned to the house and found a knife using it in an attempt to rid herself of inhuman appendages. Luckily she passed out shortly after carving her second horn from her head right around when her family returned. That was the sole day that Atlas responded to the village with anger because the healer was bordering on rejecting treating the young girl, threatening things he likely didn't remember saying afterwards if they let her die.
After that Atlas became horribly protective of the hornless tiefling, never allowing her to remain alone again unless he was sure she'd been locked away from anything that she could use to cause herself harm. However, he still had to train Fortune as a Ranger and this led to bringing the distraught girl into the forest with them numerous times.
Bloody mass of feathers cowered amongst the roots of a large tree, while the idea seems morbid this was one of the best events of young Rewrites life as this is when her 'fate' to seemingly go down a dark path swayed. The creature in the roots was a hatchling Deinonychus who had been separated from its pack when some other small predator injured it's forearm. In spite of the growing darkness and strife inside of her due to her inability to be accepted by others, the young girls heart was still good. Rewrite spent hours that day earning the hatchlings trust enough to take it home with her so she could get father's help with both patching it up and tracking down its family to return it to them. Once the creature was recovered, Rewrite watched the small predator look back at her once before running off with its family.
After that incident Atlas had no problem getting his daughter to come into the forest, but instead of paying attention to ranger training she would just stare blankly off into the woodland. Quickly the hornless girl started vanishing during training the time it took to find her starting to take longer and longer. Outside of her families knowledge each time she vanished Rewrite had another experience that convinced her that Nature accepted her in a way that others never could, detaching her from 'civilization' and pushed her towards the path of a Druid.
A year passed with Atlas and Fortune unaware of how much Rewrite was progressing towards finding her own class in the world convinced she was drowning in herself. While the self loathing she possessed never went away? It was replaced with her devotion to nature and when a freak storm drove them uncomfortably deep into the forest her family would learn this. In spite of his years living near the village Atlas had never ventured towards the part of the woods they found themselves lost in as it was typically protected. The old hero was stunned when his daughter led them back to the village as if every bit of the unmarked land she led them through was memorized to her. Atlas asked Rewrite how she'd known the way home and when she mentioned having been to that part of the woods numerous times before, he realized that he had to stop trying to keep her so close. Being no fool he was well aware the forest already recognized his daughter as a budding druid and his attempts to teach her were only slowing her down.
Quickly after she was allowed to venture the woods entirely on her own the young girl fully blossomed into a Druid upon reuniting with the Deinonychus she'd saved back at the start of her journey. Once the female raptor became her Animal Companion the girls journey towards becoming a Druid was complete and the two started any journey they could through their native woodland with Atlas letting them use the house as a home base.
During those days Rewrite forgot about the lack of acceptance from humanity, each day was blissfully spent with her companion Mercy before they returned home. Sadly, those days came to a close when she turned seventeen, father calling her into his bedroom to inform her that he was terminally ill. Atlas was well aware that when he passed if she was there the villagers would chase Rewrite away, possibly try to end her perhaps even torch the forest to achieve it if she fled there. Breaking his own heart the man told his daughter to leave for her own journey, perhaps try to give 'humanity' another shot elsewhere, find a new home where she'd be safe for the rest of her long life.
Since that day Rewrite and Mercy have been traveling across the world seeking a new home while sending letters back and forth with Father allowing her to be painfully aware of her sister coming down with an illness causing her to behave like a dragon.
== In Story ==
Text Text Text
[[Category:Characters]]
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Rhanis Mindogar
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299
589
2019-07-17T07:04:08Z
Thruxus
40179582
Created page with "[[File:Untitled-6.png|left|thumb]] == '''Rhanis Mindogar''' == Rhanis is a Half-Elf, but his Elven features are more pronounced, He has the ears and the angler face of an Elf..."
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[[File:Untitled-6.png|left|thumb]]
== '''Rhanis Mindogar''' ==
Rhanis is a Half-Elf, but his Elven features are more pronounced, He has the ears and the angler face of an Elf, but the build of a Human. He wears the trappings of a Druid, and carries a gnarled scythe. A Harvesting sickle hangs from his brown leather belt. He wears green cloak and blue gabbason. When he travels outside Absalom he wears his brown wooden armor. You can see the pouches along his belt are overflowing with what looks like herbs. He wears a Holy symbol of Green Faith which hangs from a simple brown cord around his neck. Around his right index finger is a Ring of Sustenance, on his left is a Ring of Protection. He carries a bag of holding, inside he has an assortment of things he might need when the occasion arises. When traveling he carries a heavy darkwood shield. An amulet of protection hangs down from his neck, it rests against his holy symbol. With Rhanis is his companion, Alderthorn. Alderthorn is a Treant that has been warped into a large stag. Rhanis also pays homage to Erastil, having been visited by the Deity. When traveling Rhanis uses Alderthorn as a mount.
== Background ==
Rhanis grew up in Copperwood, just outside Absalom. Where he lived with his Human Father Thaliach, and his Elven Mother Tarasynora. When Rhanis was six his Mother left Copperwood and traveled back Kyonin. Neither have heard from her since. Rhanis worked with his Father on the family farm. It had been in the Mindogar family for generations, ever since they came to the Isle of Kortos. Thaliach grew wheat as his primary crop, and worked also as a local Baker. He's known for his Goodberry Tarts, which have been a best seller at the Absalom Fair three years running. Rhanis learned from his Father how to work the land, plant crops, tell when the weather was going to change, work with the livestock. Rhanis' younger years were filled with adventures on the farm. Rhanis never attended any formal schooling, nor did he ever hang out with other children his age. So he became very naive to when he is in danger, since he is so trusting to others. Rhanis is also overly cautious with just about everything.
When he turned twenty four he decided to leave Copperwood and make a name and home for himself in Absalom. He wanted to venture off and start his own life, having lived in his Father's shadow and the grief from his Mother leaving when he was younger. He felt an obligation to try and make it work on his own. But he also didn't want to leave his Father without help. Copperwood was situated right outside the Northgate so he'd be able to visit whenever he could. Rhanis started doing odd jobs around Absalom. He helped a farmer in Greenridge get rid of an undead bird that had been bothering his crops. He made close friends with a Fawn that lived on the property next to his. He had managed to scrap up enough gold to rent his own plot of land and start building a home for himself.
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2019-07-17T07:04:29Z
Thruxus
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590
wikitext
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[[File:Untitled-6.png|left|thumb|428x428px]]
== '''Rhanis Mindogar''' ==
Rhanis is a Half-Elf, but his Elven features are more pronounced, He has the ears and the angler face of an Elf, but the build of a Human. He wears the trappings of a Druid, and carries a gnarled scythe. A Harvesting sickle hangs from his brown leather belt. He wears green cloak and blue gabbason. When he travels outside Absalom he wears his brown wooden armor. You can see the pouches along his belt are overflowing with what looks like herbs. He wears a Holy symbol of Green Faith which hangs from a simple brown cord around his neck. Around his right index finger is a Ring of Sustenance, on his left is a Ring of Protection. He carries a bag of holding, inside he has an assortment of things he might need when the occasion arises. When traveling he carries a heavy darkwood shield. An amulet of protection hangs down from his neck, it rests against his holy symbol. With Rhanis is his companion, Alderthorn. Alderthorn is a Treant that has been warped into a large stag. Rhanis also pays homage to Erastil, having been visited by the Deity. When traveling Rhanis uses Alderthorn as a mount.
== Background ==
Rhanis grew up in Copperwood, just outside Absalom. Where he lived with his Human Father Thaliach, and his Elven Mother Tarasynora. When Rhanis was six his Mother left Copperwood and traveled back Kyonin. Neither have heard from her since. Rhanis worked with his Father on the family farm. It had been in the Mindogar family for generations, ever since they came to the Isle of Kortos. Thaliach grew wheat as his primary crop, and worked also as a local Baker. He's known for his Goodberry Tarts, which have been a best seller at the Absalom Fair three years running. Rhanis learned from his Father how to work the land, plant crops, tell when the weather was going to change, work with the livestock. Rhanis' younger years were filled with adventures on the farm. Rhanis never attended any formal schooling, nor did he ever hang out with other children his age. So he became very naive to when he is in danger, since he is so trusting to others. Rhanis is also overly cautious with just about everything.
When he turned twenty four he decided to leave Copperwood and make a name and home for himself in Absalom. He wanted to venture off and start his own life, having lived in his Father's shadow and the grief from his Mother leaving when he was younger. He felt an obligation to try and make it work on his own. But he also didn't want to leave his Father without help. Copperwood was situated right outside the Northgate so he'd be able to visit whenever he could. Rhanis started doing odd jobs around Absalom. He helped a farmer in Greenridge get rid of an undead bird that had been bothering his crops. He made close friends with a Fawn that lived on the property next to his. He had managed to scrap up enough gold to rent his own plot of land and start building a home for himself.
jwvbgxp997uyvfsnzbk4r4hdntlo4k4
591
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2019-07-17T07:05:08Z
Thruxus
40179582
/* Rhanis Mindogar */
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text/x-wiki
[[File:Untitled-6.png|left|thumb|428x428px]]
=== '''Description''' ===
Rhanis is a Half-Elf, but his Elven features are more pronounced, He has the ears and the angler face of an Elf, but the build of a Human. He wears the trappings of a Druid, and carries a gnarled scythe. A Harvesting sickle hangs from his brown leather belt. He wears green cloak and blue gabbason. When he travels outside Absalom he wears his brown wooden armor. You can see the pouches along his belt are overflowing with what looks like herbs. He wears a Holy symbol of Green Faith which hangs from a simple brown cord around his neck. Around his right index finger is a Ring of Sustenance, on his left is a Ring of Protection. He carries a bag of holding, inside he has an assortment of things he might need when the occasion arises. When traveling he carries a heavy darkwood shield. An amulet of protection hangs down from his neck, it rests against his holy symbol. With Rhanis is his companion, Alderthorn. Alderthorn is a Treant that has been warped into a large stag. Rhanis also pays homage to Erastil, having been visited by the Deity. When traveling Rhanis uses Alderthorn as a mount.
=== Background ===
Rhanis grew up in Copperwood, just outside Absalom. Where he lived with his Human Father Thaliach, and his Elven Mother Tarasynora. When Rhanis was six his Mother left Copperwood and traveled back Kyonin. Neither have heard from her since. Rhanis worked with his Father on the family farm. It had been in the Mindogar family for generations, ever since they came to the Isle of Kortos. Thaliach grew wheat as his primary crop, and worked also as a local Baker. He's known for his Goodberry Tarts, which have been a best seller at the Absalom Fair three years running. Rhanis learned from his Father how to work the land, plant crops, tell when the weather was going to change, work with the livestock. Rhanis' younger years were filled with adventures on the farm. Rhanis never attended any formal schooling, nor did he ever hang out with other children his age. So he became very naive to when he is in danger, since he is so trusting to others. Rhanis is also overly cautious with just about everything.
When he turned twenty four he decided to leave Copperwood and make a name and home for himself in Absalom. He wanted to venture off and start his own life, having lived in his Father's shadow and the grief from his Mother leaving when he was younger. He felt an obligation to try and make it work on his own. But he also didn't want to leave his Father without help. Copperwood was situated right outside the Northgate so he'd be able to visit whenever he could. Rhanis started doing odd jobs around Absalom. He helped a farmer in Greenridge get rid of an undead bird that had been bothering his crops. He made close friends with a Fawn that lived on the property next to his. He had managed to scrap up enough gold to rent his own plot of land and start building a home for himself.
gegppnvrnak4vm2580x6ty7t0pyx42b
592
591
2019-07-17T07:05:43Z
Thruxus
40179582
Adding categories
592
wikitext
text/x-wiki
[[File:Untitled-6.png|left|thumb|428x428px]]
=== '''Description''' ===
Rhanis is a Half-Elf, but his Elven features are more pronounced, He has the ears and the angler face of an Elf, but the build of a Human. He wears the trappings of a Druid, and carries a gnarled scythe. A Harvesting sickle hangs from his brown leather belt. He wears green cloak and blue gabbason. When he travels outside Absalom he wears his brown wooden armor. You can see the pouches along his belt are overflowing with what looks like herbs. He wears a Holy symbol of Green Faith which hangs from a simple brown cord around his neck. Around his right index finger is a Ring of Sustenance, on his left is a Ring of Protection. He carries a bag of holding, inside he has an assortment of things he might need when the occasion arises. When traveling he carries a heavy darkwood shield. An amulet of protection hangs down from his neck, it rests against his holy symbol. With Rhanis is his companion, Alderthorn. Alderthorn is a Treant that has been warped into a large stag. Rhanis also pays homage to Erastil, having been visited by the Deity. When traveling Rhanis uses Alderthorn as a mount.
=== Background ===
Rhanis grew up in Copperwood, just outside Absalom. Where he lived with his Human Father Thaliach, and his Elven Mother Tarasynora. When Rhanis was six his Mother left Copperwood and traveled back Kyonin. Neither have heard from her since. Rhanis worked with his Father on the family farm. It had been in the Mindogar family for generations, ever since they came to the Isle of Kortos. Thaliach grew wheat as his primary crop, and worked also as a local Baker. He's known for his Goodberry Tarts, which have been a best seller at the Absalom Fair three years running. Rhanis learned from his Father how to work the land, plant crops, tell when the weather was going to change, work with the livestock. Rhanis' younger years were filled with adventures on the farm. Rhanis never attended any formal schooling, nor did he ever hang out with other children his age. So he became very naive to when he is in danger, since he is so trusting to others. Rhanis is also overly cautious with just about everything.
When he turned twenty four he decided to leave Copperwood and make a name and home for himself in Absalom. He wanted to venture off and start his own life, having lived in his Father's shadow and the grief from his Mother leaving when he was younger. He felt an obligation to try and make it work on his own. But he also didn't want to leave his Father without help. Copperwood was situated right outside the Northgate so he'd be able to visit whenever he could. Rhanis started doing odd jobs around Absalom. He helped a farmer in Greenridge get rid of an undead bird that had been bothering his crops. He made close friends with a Fawn that lived on the property next to his. He had managed to scrap up enough gold to rent his own plot of land and start building a home for himself.
[[Category:Druid]]
[[Category:Inquisitor]]
[[Category:Green Faith]]
[[Category:Mindogar Family]]
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Robert Strenger
0
491
979
2020-02-25T00:04:07Z
Cherryfromdiscord
45112817
made a page, first draft sorry if its like, bad
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{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, The Hand of Justice|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black}}
== A Man of Humble Birth ==
The Strenger family were a line of farmers, who lived near Cheliax. They were humble, quiet, and generally do not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Cheliaxians disapproved.
Robert's family only came to truly accept his gift when he was just 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to young Robert is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumours traveled from port to port, and eventually men were placed in Roberts hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough. While most photokinetics simply learn to create small motes of light, Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself perhaps most closely aligns with the church of Iomedae, although he likes none of these options. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
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984
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2020-02-25T00:13:31Z
Cherryfromdiscord
45112817
added a photo
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{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png}}
== A Man of Humble Birth ==
The Strenger family were a line of farmers, who lived near Cheliax. They were humble, quiet, and generally do not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Cheliaxians disapproved.
Robert's family only came to truly accept his gift when he was just 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to young Robert is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumours traveled from port to port, and eventually men were placed in Roberts hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough. While most photokinetics simply learn to create small motes of light, Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself perhaps most closely aligns with the church of Iomedae, although he likes none of these options. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
070t2u9xfx4cpsniy1h5axffo1lp5o6
990
984
2020-02-25T05:17:29Z
Cherryfromdiscord
45112817
tweaking it up a bit
990
wikitext
text/x-wiki
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png}}
== Humble Origins ==
The Strenger family were a line of farmers, who lived near Cheliax. They were humble, quiet, and generally do not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Roberts hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
5w2zq1is9a7zxtb6jf6t7q9kpm8pfcw
991
990
2020-02-25T05:21:53Z
Cherryfromdiscord
45112817
991
wikitext
text/x-wiki
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old}}
== Humble Origins ==
The Strenger family were a line of farmers, who lived near Cheliax. They were humble, quiet, and generally do not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Roberts hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
slckrysgxhcx35s2woica8jda2cqze1
992
991
2020-02-25T05:25:18Z
Cherryfromdiscord
45112817
typos
992
wikitext
text/x-wiki
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old}}
== Humble Origins ==
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Roberts hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
robdbcwg89ixmknei6f3gg2lv8gz1yd
993
992
2020-02-25T05:26:36Z
Cherryfromdiscord
45112817
typo again
993
wikitext
text/x-wiki
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old}}
== Humble Origins ==
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Robert's hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts, or the quiet politics and backstabbing of nobles, indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
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994
993
2020-02-25T05:29:21Z
Cherryfromdiscord
45112817
grammar
994
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{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old}}
== Humble Origins ==
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Robert's hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts or the quiet politics and backstabbing of nobles. Indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
gas37ug59q8xttpnmlunsjynj0izo7m
995
994
2020-02-25T05:33:50Z
Cherryfromdiscord
45112817
995
wikitext
text/x-wiki
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old|imagecaption = "Rob. Just Rob. I've got a glowing hand reserved for anyone who tries to give me any other names."}}
== Humble Origins ==
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
== The Man With The Golden Hand ==
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time
House Silvios are primarily shipbuilders, based out of Absalom's docks. However, they do from time to time try to insert themselves into world affairs, and they do this by sending agents into the world alongside their vessels, officially to ensure the vessels are properly maintained. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. How this all comes to relate to our paladin is that young Robert not only happens to possess a birthmark on the back of his shoulder similar to one common in the now defunct House Asgavan, but his command of golden light as a weapon makes him a very easy figurehead to use for someone looking to disgrace House Thrune. Rumors traveled from port to port, and eventually men were placed in Robert's hometown with instructions to rescue him and his family if danger ever came to pass. Which it did, as danger has a way of coming to the doorstep of fate's favored.
Robert cared very little for his new home in Absalom, although he appreciated his time with the local church of Iomedae. He only grudgingly trained in his abilities, but it would be enough.Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
== A Pawn in Dire Straits ==
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts or the quiet politics and backstabbing of nobles. Indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
pxw76mbnjylor1twskn4tzg6mng9jii
996
995
2020-02-25T05:58:57Z
Cherryfromdiscord
45112817
996
wikitext
text/x-wiki
== Backstory ==
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old|imagecaption = "Rob. Just Rob. I've got a glowing hand reserved for anyone who tries to give me any other names."}}
=== Humble Origins ===
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
=== The Man With The Golden Hand ===
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time. The agent pulled Robert out of the fire, and from there he began a new life among the nobility in Absalom.
Robert had been chosen because he possessed a birthmark similar to the one common in the now defunct House Asgavan of Cheliax. People with an opposition to House Thrune had singled him out, and agents were placed in his hometown to rescue him and his family if things ever went south. Unable to return anywhere near Cheliax ever again on account of attacking several soldiers and a Hell Knight, Robert would be stuck living in Absalom. At the very least, House Silvios cared for him well, providing for his every need and want, paying for tutors and martial arts instructors, and generally making sure he was given the best teenage years possible.
Robert still came to see his time in Absalom as a gilded cage, although he appreciated his time with the local church of Iomedae. His familiar would commonly encourage him to visit and to help others, and only during these moments would Robert ever feel at home. He also took well to training in his abilities, pushing himself to reach new heights. Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
=== A Pawn in Dire Straits ===
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts or the quiet politics and backstabbing of nobles. Indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
== Personality ==
Above all else, Robert is a common man. His lack of manners or courtly sensibilities are often off-putting to the nobles he has to deal with, but those aren't the people he's interested in. Robert is at home in the fields or on the streets, hunched over listening to or attempting to solve someone else's problems. He's blunt, forwards, exceedingly honest, and also a bit of a show off. People need someone to look up to in their darkest hours, and Robert puts himself out in public as much as he can in the hopes of becoming that person in the eyes of the public.
== House Silvios ==
House Silvios are officially shipbuilders, based out of Absalom's docks. Their true business, however, lies in attempts to manipulate world politics and trade information. Just about every Silvios boat has a Silvios agent on it, who is officially there to perform maintenance. The agents keep an ear to the ground, pass information back, and the information is either sold at a premium in Absalom or used to further the House's agenda. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. Because of that grudge, House Silvios maintains close ties to the community of Chelaxian exiles and would-be revolutionaries in Absalom. While on the surface they care greatly for Robert, in truth adopting him was just another attempt at stirring the pot and potentially unseating their rivals in Cheliax.
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997
996
2020-02-25T06:05:37Z
Cherryfromdiscord
45112817
997
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text/x-wiki
== Backstory ==
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old|imagecaption = "Rob. Just Rob. I've got a glowing hand reserved for anyone who tries to give me any other names."}}
=== Humble Origins ===
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
=== The Man With The Golden Hand ===
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time. The agent pulled Robert out of the fire, and from there he began a new life among the nobility in Absalom.
Robert had been chosen because he possessed a birthmark similar to the one common in the now defunct House Asgavan of Cheliax. People with an opposition to House Thrune had singled him out, and agents were placed in his hometown to rescue him and his family if things ever went south. Unable to return anywhere near Cheliax ever again on account of attacking several soldiers and a Hell Knight, Robert would be stuck living in Absalom. At the very least, House Silvios cared for him well, providing for his every need and want, paying for tutors and martial arts instructors, and generally making sure he was given the best teenage years possible.
Robert still came to see his time in Absalom as a gilded cage, although he appreciated his time with the local church of Iomedae. His familiar would commonly encourage him to visit and to help others, and only during these moments would Robert ever feel at home. He also took well to training in his abilities, pushing himself to reach new heights. Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
=== A Pawn in Dire Straits ===
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts or the quiet politics and backstabbing of nobles. Indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
With the recent disappearance of Iomedae there is a new reason for him to train. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer minor prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
== Personality ==
Above all else, Robert is a common man. His lack of manners or courtly sensibilities are often off-putting to the nobles he has to deal with, but those aren't the people he's interested in. Robert is at home in the fields or on the streets, hunched over listening to or attempting to solve someone else's problems. He's blunt, forwards, exceedingly honest, and also a bit of a show off. People need someone to look up to in their darkest hours, and Robert puts himself out there as much as he can in the hopes of becoming that person in the eyes of the public.
== House Silvios ==
House Silvios are officially shipbuilders, based out of Absalom's docks. Their true business, however, lies in attempts to manipulate world politics and trade information. Just about every Silvios boat has a Silvios agent on it, who is officially there to perform maintenance. The agents keep an ear to the ground, pass information back, and the information is either sold at a premium in Absalom or used to further the House's agenda. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. Because of that grudge, House Silvios maintains close ties to the community of Chelaxian exiles and would-be revolutionaries in Absalom. While on the surface they care greatly for Robert, in truth adopting him was just another attempt at stirring the pot and potentially unseating their rivals in Cheliax.
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2020-02-25T15:33:26Z
136.50.43.198
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wikitext
text/x-wiki
== Backstory ==
{{Infobox_character|name = Robert Strenger|aliases = Rob, Robert Solistar, lots of dumb glowy-hand related titles|relatives = Layla and Johnathon Strenger|affiliation = Cheliax (Potential Enemy of the State), House Silvios (Currently Housed By), Iomedae (Chosen Paladin)|marital = Single|birthPlace = Small Village Near Cheliax|species = Human|gender = Male|height = 6'4|weight = 130 Lb|eyes = Black|image = rob.png|birthDate = 3/19, 22 Years Old|imagecaption = "Rob. Just Rob. I've got a glowing hand reserved for anyone who tries to give me any other names."}}
=== Humble Origins ===
The Strenger family were a line of farmers who lived near Cheliax. They were humble, quiet, and generally did not make much trouble. While aware and nervous of the looming empire outside their doorstep, they generally paid it little mind. After all, they were good people with a fertile farm to their name, and while not rich by any stretch of the imagination, their farm would let them live rather comfortably for peasants. When their youngest child Robert first demonstrated mastery of light, he was simply told to keep it quiet, just in case the Chelaxians disapproved.
Robert's family only came to truly accept his gift when he was 13. A stray wolf attacked his father, and Robert drove it away with a beam of pure light from his hand. From here, Robert became something of a curiosity within the family. His abilities were concerning, certainly, but also far too useful to simply be denied. Robert therefore found himself with a bit of leeway in his early teenage years, too useful to simply work the fields but too dangerous to be thrown out in the open. He would spend much of this time reading on the matters of the laws of his neighboring state, of which there were many. Justice and law was always a concern to young Robert, as well as politics and the affairs of nobility. The greatest mistake of his life would come when he purchased a Chelaxian history book without knowing that it was a few years out of date, having somehow slipped destruction by the regime. Robert would be just 15 at this time, and would bear witness to a Hell Knight with a detachment of soldiers aiming to burn away his home and everything he held dear. And as divine providence likes to do, it would be at this point that his divine emissary appeared to him.
=== The Man With The Golden Hand ===
As the soldiers marched towards his house, a thrush appeared to him, claiming to be a servant of Iomedae and that he was destined for great things. The thrush promised divine power beyond his own ability to control light, the power to strike down evil wherever it stands. Robert was hesitant at first, but then men carrying torches began approaching his house and he knew what he had to do. He took up arms as he once did against the wolf, rallying townsfolk to fend off the Chelaxian soldiers. And it worked too, his great blasts of light putting down many soldiers, but only to a certain point. Eventually the Hell Knight came, and even a freshly initiated Hell Knight is more than a 15 year old junior adventurer can handle. Robert's blow struck true, putting a hole in the Hell Knight's armor, but it was not enough. The Hell Knight struck back, and Robert lost his arm in a single blow, an arm that would refuse to grow back despite the efforts of many a cleric. His story would end here, if House Silvios' agents had not turned up at an opportune time. The agent pulled Robert out of the fire, and from there he began a new life among the nobility in Absalom.
Robert had been chosen because he possessed a birthmark similar to the one common in the now defunct House Asgavan of Cheliax. People with an opposition to House Thrune had singled him out, and agents were placed in his hometown to rescue him and his family if things ever went south. Unable to return anywhere near Cheliax ever again on account of attacking several soldiers and a Hell Knight, Robert would be stuck living in Absalom. At the very least, House Silvios cared for him well, providing for his every need and want, paying for tutors and martial arts instructors, and generally making sure he was given the best teenage years possible.
Robert still came to see his time in Absalom as a gilded cage, although he appreciated his time with the local church of Iomedae. His familiar would commonly encourage him to visit and to help others, and only during these moments would Robert ever feel at home. He also took well to training in his abilities, pushing himself to reach new heights. Robert's powers would grow in response to his missing arm, and he found himself able to fashion a prosthetic for himself out of pure golden light. Interested parties took this as a sign that Robert was truly chosen for divinity, and a lot of fancy titles started to get passed around. Robert himself vehemently denies most of these titles, and especially denies that he could possibly be the lost heir of Sheraya Solistar.
Of particular note is that Robert lost his right arm in the encounter with the Hell Knight, and the supposed birthmark that would identify him as an Asgavan would appear on the right hand, just below the thumb. As his photokinetic arm does not accurately recreate details such as fingerprints and, yes, birthmarks, it is now wholly impossible to confirm or deny if Robert even possesses the birthmark that led to this whole mess, let alone if he is actually the lost heir everyone seeks. House Silvios seems to not care, though, and they continue to support Robert at a much more extravagant lifestyle than he is used to.
=== A Pawn in Dire Straits ===
Currently three parties are interested in Robert to varying degrees. Followers of Iomedae wish to present him to the world as a champion, House Silvios along with a small amount of Chelaxian exiles and revolutionaries in Absalom want to present him as a legitimate heir to House Asgavan, and House Thrune sees him as a loose end to be eliminated. Robert himself wishes to stay with the church of Iomedae, but the other two forces interested him are too powerful to be ignored. He dislikes Cheliax for what was done to his hometown, and fears that House Silvios will arrange for a 'tragic accident' to befall his parents in order to give him a clear line of succession when they try to claim him as a lost heir. Beset by enemies both within and without his home, Robert Strenger can do nothing but train to face them, and can often be seen facing captive devils in the Irorium, praying that when the time comes he will be ready to fight whatever evils come after him.
Robert also remembers the lessons of his past. He knows that power drives the world, and that people will raze entire villages over an important-sounding name. He remembers the deference given to the man who took his arm, not because of who he was but because of what he wore. Robert's greatest desire is to some day claim some of that power on his own terms, to turn the name Strenger, not Silvios or Solistar, into a name that people will be willing to fight under for what is right. He is not one for the subtle motions of courts or the quiet politics and backstabbing of nobles. Indeed he is a lion in a nest of spiders, but if he can avoid getting bitten he hopes to crush a great deal of corruption underneath his boot.
With the recent disappearance of Iomedae there is a new reason for him to train, and a new potential path to follow. While not nearly as strong as the recent ascendants of the Starstone, and perhaps not powerful enough to meddle in the affairs of gods quite yet, he does feel a certain sense of obligation to seek out the missing goddess. He hangs around the temple, offering condolences to the faithful, attempting to answer prayers in Iomedae’s place where he can, and trying to piece together where she may have gone in his spare time.
== Personality ==
Above all else, Robert is a common man. His lack of manners or courtly sensibilities are often off-putting to the nobles he has to deal with, but those aren't the people he's interested in. Robert is at home in the fields or on the streets, hunched over listening to or attempting to solve someone else's problems. He's blunt, forwards, exceedingly honest, and also a bit of a show off. People need someone to look up to in their darkest hours, and Robert puts himself out there as much as he can in the hopes of becoming that person in the eyes of the public.
== House Silvios ==
House Silvios are officially shipbuilders, based out of Absalom's docks. Their true business, however, lies in attempts to manipulate world politics and trade information. Just about every Silvios boat has a Silvios agent on it, who is officially there to perform maintenance. The agents keep an ear to the ground, pass information back, and the information is either sold at a premium in Absalom or used to further the House's agenda. House Silvios also happens to hold a particular grudge against House Thrune of Cheliax, ever since one of their good friends was executed by the state. Because of that grudge, House Silvios maintains close ties to the community of Chelaxian exiles and would-be revolutionaries in Absalom. While on the surface they care greatly for Robert, in truth adopting him was just another attempt at stirring the pot and potentially unseating their rivals in Cheliax.
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Rowan Uchawi
0
345
671
2019-09-06T08:36:03Z
HighPriestMatt
43741156
Created page with "{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can b..."
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{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Ylva is a young human woman of above average height and an athletic, well-toned build. Her midnight blue hair flows free, barring a violet headband. Her hair reaches down to her waist, which is adorned by a makeshift skirt that exposes her left thigh, held in place by a plain belt. The rest of her attire seemingly follows this makeshift style, her upper body clad in a leather corset over a red vest, a second belt crossing over her chest from her right shoulder to the left side of her waist.
To complete the look, Ylva wears a pair of wrist-length gloves and thigh-high boots, her left forearm covered by a bracer bearing two buckles to ensure a proper fit.
== '''History''' ==
Born to a prostitute and an unknown father in The Shackles, Ylva was abandoned early on in her life, learning quickly to fend for herself. The young child often had to steal to get by, and when she couldn't steal, she hunted, regardless of whether or not the animal in question belonged to someone.
On one such occasion, she happened to hunt a cat that belonged to a member of the Crimson Fingers Pirates, and the owner of the cat caught her in the act before she could deliver the final blow, and would have cut the child down, had that pirates' captain not intervened, the captain was a hulking Oni by the name of Xander, bulging with muscle and standing just shy of eight and a half feet tall, despite the size difference between them, the young girl stood her ground, which the pirate captain found rather amusing, and so offered her a home, provided that she work for them by cleaning their weapons, it was an offer the child gladly accepted.
As the years went by, Ylva graduated from cleaning weapons, to maintaining them, and had even participated in raids using spare firearms on occasion, something Xander, whom she would later come to know as her adoptive father, took note of, and so allowed her to join the crews' marksmanship drills, which uncovered a natural born affinity for firearms of all kinds.
While Ylva was talented, she was still well within her fathers' shadow, as there were a great deal of rumors regarding his feats, such rumors include; that he could throw a man with such force that the body could do as much damage to a ship as a shot from a cannon, that he was capable of swimming up a waterfall, that one stormy night he was stuck down the throat by lightning, and simply responded by complimenting the taste and demanding seconds, and that he once scrubbed the barnacles off the ships' hull using the face of an insubordinate crew member. Ylva knows all but the last one to be true, as when she had left her childhood years behind and had become a woman, her more adult figure caught the eye of a particularly drunk crew member, who attempted to take what he wanted by force, her response was to pick up the nearest flintlock, blow his kneecaps out with it, and drag him out to the deck, giving the other crew members there a brief summary of what had happened, before going down to get rid of some persistent barnacles.
Despite this incident, Ylva and the rest of the crew still viewed each other as family, and none of them dared to touch her like that, regardless of how intoxicated they got, which taught the young pirate a valuable lesson, that lesson being that when you have to dirty your hands, it sometimes pays to go overboard, in a manner of speaking. While this painted a picture of Ylva being a chaste woman, this couldn't be further from the truth, as she is every bit as rowdy as her male counterparts during visits to the brothel.
Unfortunately, all good things must come to an end, and during the winter months Ylva fell ill and had to be left behind while the others went out on another raid, and so she waited, recovered, and waited some more, but as more time passed, she realized that the crew she had come to call her family were not coming back, but rather than write them off as dead, she made preparations to go find them, for she knew that even if something had befallen then, her father at the very least would still be alive. The determined young woman set out for the city of Absalom in search of answers.
== '''Personality''' ==
At first meeting, Ylva is an assertive, sharp-tongued young woman oozing with confidence, more than happy to engage in friendly banter and flirtation, hard drinking, and a spot of gambling with just about anyone, provided that they do not attempt anything underhanded.
However, every coin has two sides, and Ylva likewise possesses a side to her that is cunning, cruel, and endowed with a sick sense of humor, being prone to inflicting disproportionate, yet ironically fitting punishment upon those who cross her, even for minor infractions.
Overall, Ylva understands that as a pirate, she must step out of her adoptive fathers' shadow to become respected and feared in her own right. Because of her inability to match his extreme physicality, she came to the conclusion that ruthlessness is a useful tool to that end, and thus has learned to take a more measured approach to handling her business as opposed to most other pirates.
== '''Current Events''' Edit ==
-To be determin
''I had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
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672
671
2019-09-06T08:36:29Z
HighPriestMatt
43741156
672
wikitext
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{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
== '''History''' ==
== '''Personality''' ==
'''Current Events''' Edit
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673
672
2019-09-06T08:36:55Z
HighPriestMatt
43741156
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wikitext
text/x-wiki
''I had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
== '''History''' ==
== '''Personality''' ==
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2019-09-06T08:47:10Z
HighPriestMatt
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''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his bady and head from his many years learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people, Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the goods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from most.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from his trance days later, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested three things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his allies in hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
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675
674
2019-09-06T08:50:42Z
HighPriestMatt
43741156
675
wikitext
text/x-wiki
''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his bady and head from his many years learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people of Zenj , Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the goods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from most.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from his trance days later, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested three things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his allies in hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
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677
675
2019-09-06T08:54:59Z
HighPriestMatt
43741156
/* Personality */
677
wikitext
text/x-wiki
''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his bady and head from his many years learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people of Zenj , Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the goods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from most.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from his trance days later, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested three things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his allies in hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
== Theme ==
[[File:Beyoncé - SPIRIT (From Disney's "The Lion King" - Official Video)|centre|thumb|480x480px]]
9aku9yrlhs1xwilwtzxq5m3drl507n7
679
677
2019-09-06T08:59:59Z
HighPriestMatt
43741156
/* Personality */
679
wikitext
text/x-wiki
''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his bady and head from his many years learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people of Zenj , Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the goods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from most.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from his trance days later, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested three things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his allies in hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
== '''Theme''' ==
[[File:Beyoncé - SPIRIT (From Disney's "The Lion King" - Official Video)|centre|thumb|480x480px]]
== '''Images''' ==
[[File:IMG 7C6921239657 1.0.jpeg|thumb|180x180px|One of the many visions that plagues Rowan]]
2g324j29pje8g96sii5hxtntd5ii69x
683
679
2019-09-06T09:08:02Z
HighPriestMatt
43741156
/* Images */
683
wikitext
text/x-wiki
''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and both hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his bady and head from his many years learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people of Zenj , Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the goods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from most.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from his trance days later, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested three things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his allies in hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
== '''Theme''' ==
[[File:Beyoncé - SPIRIT (From Disney's "The Lion King" - Official Video)|centre|thumb|480x480px]]
== '''Images''' ==
[[File:Orb.jpg|thumb|220x220px|The spirits he guides given shape.]]
[[File:Owl.jpg|thumb|275x275px|His First and current Familiar]]
[[File:Tome.jpg|thumb|220x220px|The tome granted him containing various spells and star charts]]
[[File:IMG 7C6921239657 1.0.jpeg|thumb|216x216px|One of the many visions that plagues Rowan]]
1vdnvtj9p0w86j08csddb0w0ogsvoop
684
683
2019-09-06T17:41:33Z
HighPriestMatt
43741156
684
wikitext
text/x-wiki
''I've had visions of the beginning. Things no mortal should see, yet their echoes invade my thoughts. In my dreams, I see worlds unwoven with a thought, souls forged in the Cosmic Fire, even what lies in the darkest depths of places unknown. Yet I am cursed to see such coveted things. Their secrets both guide and haunt my frail existence, holding my mind and body hostage to their profound enlightenment. No truth I have dreamed can be unseen, no secret can be unlearned, and no choice unchosen. I am doomed to walk with this for my days, however many cursed days I shall walk.''
{{Infobox_character}}{{Infobox_character|name = Rowan Uchawi|image = 0fd670631710623f0fad718c4e7a31ce.jpg|imagecaption = No truth I have dreamed can be unseen, no secret can be unlearned.|aliases = The Oracle|relatives = Kimungu Uchawi (Father)
Farsi Uchawi (Mother)|affiliation = The Gods Will|marital = Single|birthDate = Kuthona 31|birthPlace = Mwangi Jungles|deathDate = Alive|deathPlace = Alive|species = Human (Mwangi) - Shabti|gender = Male|height = 6'|weight = 180|eyes = Blue}}
== '''Appearance''' ==
Standing roughly six feet, Rowan was average from where he came. When he was young, he tattooed himself with the same ancestral markings that every man in the village received and in many ways resembles an ordinary man from his village. His crystal blue eyes and pointed ears betray his Shabti grandmother, who gifted him the same talisman he wears around his neck. Even when in the city, he tends to wear only the basics, a loincloth, and primitive jewelry. Scars line his body and head from his many years of learning to survive in the wild.
== '''History''' ==
Born to the Mwangi people of Zenj, Rowan was raised as any boy in his village would be with a loving mother and father in such peaceful times. When the time came for him to choose a vocation, it was the gods that chose him, calling him to master his faith and become a clergy to the divine. It was a proud calling, even if he yearned for another path. His parents, well pleased with the young man they were raised, were overjoyed at what path was lain before their son. With little more than a day to depart, Rowan, leaving all worldly possessions behind, wished his parents farewell and departed on his own journey of faith.
It was soon that his visions stuck him. Alone in the vast jungles of Mwangi, Rowan learned to survive on his faith alone. While he had been called by the very heavens itself, one Goddess spoke with him. Alseta, The Welcomer, who guarded both thresholds and the passage of one year to the next. Just as she was an intermediary and servitor to the other divines, so he too would guide and serve all people. In his dreams she and many other beings would guide him through the depths of the universe, granting Rowan glimpses of the many secrets of the universe, even haunting him with images of potential futures and sacred pasts. Many times, what he learned was more of a burden on his soul than a blessing to his mind and it began to show in his life. Rowan grew distant and distracted on his journey, and often felt isolated from others.
Lost in both mind and body, Rowan, now a man had grown powerful enough in his magic to eschew the need for even the most basic of things, rarely venturing from his meditation to gather more than a few berries at a time. It was only then that he received his first direction, a quest from the gods that would either end in his demise or place him on the crux of power. As he awakened from one of his many days' long trances, he was given three gifts. Firstly he was given wisdom, the wisdom of his ancestors who would help guide him as much as he would guide them. Next, he was granted power, the power to fight for those in his flock and defend those he was charged with protecting. Finally, he was given the tools to help his journey. Before him rested many things, an owl, who gazed at him with the very power of his soul, a book, who faintly clicked with the persistence of a clock, and a wisp, who’s blue radiance mimicked the patterns of a star. With his tool sin hand, he journeyed off to the city that had been the focal point of his visions, Absolum.
== '''Personality''' ==
A stubborn man, he has grown distant from most people he meets. His words often lack social nuances and are blunt and direct. He will just as soon scold you as he would protect you. Anyone who proves a strong member of their community may catch his attention for a brief moment, and even a kind word or two. Often times he is found waiting just outside of inns and other gathering places. He has learned the value of both self-reliance and teamwork, and practices both with equal vigor.
== '''Theme''' ==
[[File:Beyoncé - SPIRIT (From Disney's "The Lion King" - Official Video)|centre|thumb|480x480px]]
== '''Images''' ==
[[File:Orb.jpg|thumb|220x220px|The spirits he guides given shape.]]
[[File:Owl.jpg|thumb|275x275px|His First and current Familiar]]
[[File:Tome.jpg|thumb|220x220px|The tome granted him containing various spells and star charts]]
[[File:IMG 7C6921239657 1.0.jpeg|thumb|216x216px|One of the many visions that plagues Rowan]]
sq6qc3huu7oahsv6ic35srw876h1q0k
Saffron Fontaine
0
525
1078
2020-03-15T07:21:24Z
Cherryfromdiscord
45112817
Created page with "{{ATCOS_Character_Infobox|title1 = Saffron Fontaine|gender = Female|race = Tiefling (Kytonspawn)|class = Kineticist[Growling Marauder Skald]|alignment = Chaotic Good|deity = N..."
1078
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Saffron Fontaine|gender = Female|race = Tiefling (Kytonspawn)|class = Kineticist[Growling Marauder Skald]|alignment = Chaotic Good|deity = None|age = 63|height = 5'10|weight = 150}}
== History ==
Saffron Fontaine's history is a mystery, given she doesn't talk on it much. She claims to have arrived at Absalom from Shadow Absalom at 60, but it is equally likely the plane just spit her out as a fully grown adult. Someone in her family, either her grandfather or grandfather, was a Kyton, which causes her dislike of devils and Kytons in particular. She would get her start as a performer on her first night in Absalom. She walked into a bar, ordered a few drinks, and by all accounts wound up singing on a table. After several tips and several more drinks, she began her first year in Absalom. She would stay homeless, bouncing from tavern to tavern and performing to provide for herself, until she eventually came upon a group living out of what is now The Orchard. This group took her in, and she would eventually fix up the fort and make it her main place for concerts. Eventually the money would start to run dry, and Saffron would pick up mercenary work to pay for its operations, leading her to meet several other adventurers of varying importance.
== The Orchard ==
The Orchard is a formerly abandoned fort on the edge of the Puddles. It is named for Saffron's close companion Renee, who used to live on an orchard herself. Despite sustaining heavy damage in the tidal wave and subsequent kraken attack, being home to many adventurers has quickly turned the Orchard into one of the nicer places in Absalom despite its home district. It is filled with a variety of additions from the various adventurers who live there, such as plants and lanterns hanging from the ramparts, a cellar converted into an alchemy lab/distillery, and an entire wing converted into an orphanage. It is also currently serving as a refugee camp for disaster victims in the Puddles while the area is being rebuilt.
== Relationships ==
Renee is one of Saffron's closest companions. The two met on a quest to hunt zombies, and have commonly traveled together ever since. Renee is currently planning to live with Saffron in a farm outside Absalom for a year, to help deal with damages to the countryside.
Morgan is another close friend of Saffron's and her self-appointed bodyguard. The two met on the same adventure as Renee, although Morgan was a little late to the show. Morgan also plans to join in on the farm trip.
Allison is the third member on the farm trip, although Saffron is less familiar with Allison. Allison simply joined on a whim, but when the whole group agreed to help the farmers Allison went along as well.
Cadence is Saffron's hired maid. The two are very close, although whether they're a couple or flirting with each other for the camera's is anyone's guess. They do however genuinely care about one another, enough for Saffron to put aside her qualms with hired servants to hire her for multiple years upon Cadence's request.
Doeldru stays at the Orchard alongside Saffron, and the two remain friends. Saffron has made some attempts to help Doeldru with her personal issues, even if she's not the best of it.
Cyrus is another Orchard member, and the one Saffron entrusted with the fort upon her going away for a year. Saffron remains active with him in rebuilding and maintaining the building until such a time as her departure.
April is the latest member of the Orchard, brought in by Saffron to make sure things stay okay during her departure. She isn't as close to April on account of not knowing her as well, but appreciate the woman's kind heart.
Saffron helped pull [[Azeriah of the Three Rings|Azeriah]] out of the water after the battle with the leviathan, and now routinely visits the Half-Empty gym to work on managing her elemental burn. She finds the demigod and her partner Echo to be agreeable, and enjoys seeing them.
Saffron worked with Cacaelia in order to facilitate the handling of refugees from the leviathan attack. She is grateful for Cacaelia's help, but still does not trust nobility on principle.
Saffron was impressed by Ross Silvercrest in the battle with the leviathan, and frequently sings ballads about Paladin Ross and his in numerou feats in battle.
gnen7e5kibat2461cyleg0eun5ghisg
1079
1078
2020-03-15T07:29:23Z
Cherryfromdiscord
45112817
1079
wikitext
text/x-wiki
<blockquote>"''Currently living with me are a stubborn and elderly man who insists on being my bodyguard, a half-vampire maid who may or may not be into me, a kitsune who incinerates anything standing too close to her, a shy Aasimar who literally just fell from Nirvana, and a runaway ex-cultist who is now in charge of the fort once I leave. And my personal attendant is a psychopomp."- Saffron, asked about her living situation.''</blockquote>{{ATCOS_Character_Infobox|title1 = Saffron Fontaine|gender = Female|race = Tiefling (Kytonspawn)|class = Kineticist[Growling Marauder Skald]|alignment = Chaotic Good|deity = None|age = 63|height = 5'10|weight = 150}}
== History ==
Saffron Fontaine's history is a mystery, given she doesn't talk on it much. She claims to have arrived at Absalom from Shadow Absalom at 60, but it is equally likely the plane just spit her out as a fully grown adult. Someone in her family, either her grandfather or grandfather, was a Kyton, which causes her dislike of devils and Kytons in particular. She would get her start as a performer on her first night in Absalom. She walked into a bar, ordered a few drinks, and by all accounts wound up singing on a table. After several tips and several more drinks, she began her first year in Absalom. She would stay homeless, bouncing from tavern to tavern and performing to provide for herself, until she eventually came upon a group living out of what is now The Orchard. This group took her in, and she would eventually fix up the fort and make it her main place for concerts. Eventually the money would start to run dry, and Saffron would pick up mercenary work to pay for its operations, leading her to meet several other adventurers of varying importance.
== The Orchard ==
The Orchard is a formerly abandoned fort on the edge of the Puddles. It is named for Saffron's close companion Renee, who used to live on an orchard herself. Despite sustaining heavy damage in the tidal wave and subsequent kraken attack, being home to many adventurers has quickly turned the Orchard into one of the nicer places in Absalom despite its home district. It is filled with a variety of additions from the various adventurers who live there, such as plants and lanterns hanging from the ramparts, a cellar converted into an alchemy lab/distillery, and an entire wing converted into an orphanage. It is also currently serving as a refugee camp for disaster victims in the Puddles while the area is being rebuilt.
== Relationships ==
Renee is one of Saffron's closest companions. The two met on a quest to hunt zombies, and have commonly traveled together ever since. Renee is currently planning to live with Saffron in a farm outside Absalom for a year, to help deal with damages to the countryside.
Morgan is another close friend of Saffron's and her self-appointed bodyguard. The two met on the same adventure as Renee, although Morgan was a little late to the show. Morgan also plans to join in on the farm trip.
Allison is the third member on the farm trip, although Saffron is less familiar with Allison. Allison simply joined on a whim, but when the whole group agreed to help the farmers Allison went along as well.
Cadence is Saffron's hired maid. The two are very close, although whether they're a couple or flirting with each other for the camera's is anyone's guess. They do however genuinely care about one another, enough for Saffron to put aside her qualms with hired servants to hire her for multiple years upon Cadence's request.
Doeldru stays at the Orchard alongside Saffron, and the two remain friends. Saffron has made some attempts to help Doeldru with her personal issues, even if she's not the best of it.
Cyrus is another Orchard member, and the one Saffron entrusted with the fort upon her going away for a year. Saffron remains active with him in rebuilding and maintaining the building until such a time as her departure.
April is the latest member of the Orchard, brought in by Saffron to make sure things stay okay during her departure. She isn't as close to April on account of not knowing her as well, but appreciate the woman's kind heart.
Saffron helped pull [[Azeriah of the Three Rings|Azeriah]] out of the water after the battle with the leviathan, and now routinely visits the Half-Empty gym to work on managing her elemental burn. She finds the demigod and her partner Echo to be agreeable, and enjoys seeing them.
Saffron worked with Cacaelia in order to facilitate the handling of refugees from the leviathan attack. She is grateful for Cacaelia's help, but still does not trust nobility on principle.
Saffron was impressed by Ross Silvercrest in the battle with the leviathan, and frequently sings ballads about Paladin Ross and his in numerou feats in battle.
qjkmphp9xhp5xoehkjhmnokns8h6pwa
1764
1079
2021-01-21T21:48:19Z
Cherryfromdiscord
45112817
send-off
1764
wikitext
text/x-wiki
150}}
==
importance.
==
rebuilt.
==
countryside.
trip.
well.
request.
it.
departure.
heart.
them.
principle.
bk5ckwvgfe0rwmnf41a2q9u5hovgw8l
1765
1764
2021-01-21T21:48:53Z
Cherryfromdiscord
45112817
1765
wikitext
text/x-wiki
150}}
.
==
rebuilt.
trip.
it.
them.
<br />
ltwvkyb8na6vd7wovoacp7l70lpd1pg
Saira Agama
0
858
1825
2021-02-27T03:54:24Z
Texasblue
48218621
Created page with "<blockquote>''"Welcome to the Violet Rose Cafe, may I take your order? We have tea for everything that ails you, flowers for any message you need to send, and other methods fo..."
1825
wikitext
text/x-wiki
<blockquote>''"Welcome to the Violet Rose Cafe, may I take your order? We have tea for everything that ails you, flowers for any message you need to send, and other methods for problems that can't be solved with tea and flowers."''</blockquote><blockquote>-Common Introduction said by Saira Agama</blockquote>{{ATCOS_Character_Infobox|image1=Saira.png|caption1=Head of the Agama Tea Company, Absalom Branch|gender=Female|race=Agathion Aasimar|class=Kineticist/Paladin|alignment=Neutral Good|age=25|height=Varies from 5'2 to 8'0|hair=Brown}}
== Description ==
Saira Agama can be found in three different forms, depending on the time of day and when you find her. Her default appearance is that of a 5'2 human. She is thin and a little on the frail side, and appears perpetually clean due to a series of Aasimar mutations. Saira is also capable of invoking her angelic heritage and divine power to attain a more celestial appearance. In this state she looks as normal, but is significantly taller, her skin has a very slight golden tinge, and she is unnaturally cold to the touch due to reactions between her divine and kinetic powers. Finally, without the cosmetic changes that she applies to herself, Saira is a 5'7 Aasimar that still looks mostly human. The entire left side of her face, along with her left arm and most of her chest are covered in scarring. Part of this leads to difficulty for Saira in seeing out of her left eye, something that carries over across transformations.
Saira's left arm is not natural, but rather a prosthetic made to resemble a real arm using Saira's ability to manipulate flesh. If threatened, the limb rapidly unravels to reveal a blade formed entirely out of bone or amass of stinging vines, depending on Saira's current needs and preferences. In her angelic form she generally avoids concealing this, instead leaving her arm in its blade form until she returns to normal. She is also known to occasionally cause flowers to bloom along her arm when she's showing off.
== History ==
Saira Agama is the third of three Agama siblings, who are next in line to inherit the Agama Tea company. Being only third in line and liking her siblings too much to try and plot against them, from a young age Saira accepted that she would never truly inherit the company. She kept away from lofty ambitions and tried to focus on the world around her. Instead of attending meetings on how to run a company, Saira spent her days tending to the family gardens, where she formed a lifelong love of flowers.
Saira would have a relatively peaceful life for most of her childhood. Due to her unwillingness to take on any meaningful authority in the company and her parent's desire to let her have some say in how it was run anyways, Saira eventually was given the go ahead to open a store of her own. This store was in Absalom, a place where the company could test a new market and Saira could tend to her flowers and make tea without having to care what her parents and siblings in Andoran were worrying about.
When Saira was 19 and getting ready to move to Absalom, a fire happened to break out. In attempting to rescue several of the castle staff, sire was struck by a beam that had collapsed in the flame. The resulting injuries left her with permanent scarring all along her face and down the left side of her torso, and cost her her left arm and most of the use of her left eye.
It is around this time that Saira gained her divine powers, and she took it as a sign to not let the loss of a good portion of her body stop her. She sought to develop kinetic abilities, learning to manipulate flesh in order to restore her arm and plant life in order to help gardening. She trained for five years, until her power became strong enough that she could not only restore her lost limb, but conceal her injuries from the general public. Saira eventually developed a habit of concealing the strength she's developed during her training, out of modesty more than anything.
Once she was 24, Saira finally landed in Absalom along with her personal attendant Iris and a few other assorted staff. She opened the Violet Rose cafe near the Puddles as she felt that was where she would be most needed. Saira runs the cafe as a cafe, but she also tries to use it as a way to try and fulfill the duty given to her by her divine power. With a warm smile from behind the counter, Saira listens to all of the city's problems, and she does her best to try and alleviate them in any way she can. Even if sometimes that just means giving people some nice tea and a kind ear for their troubles.
== Personality ==
Saira is typically kind, calm, and soft spoken. She isn't the type to take forceful action against anything unless it's a last resort. Despite her apparent calm and lack of concern, though, Saira is always looking for a way to deal with the problem in front of her. And once she has a solution, she can be extremely quick to act. The woman that most people know as a mild-mannered gardener can be surprisingly brutal and efficient whenever her shop or her friends are threatened. She is, after all, the same girl who almost died to save several inconsequential servants from a house fire.
d2ubbpb6zovlmdsi8zbfyghdtz31ah5
1826
1825
2021-02-27T03:58:20Z
Texasblue
48218621
/* Description */
1826
wikitext
text/x-wiki
<blockquote>''"Welcome to the Violet Rose Cafe, may I take your order? We have tea for everything that ails you, flowers for any message you need to send, and other methods for problems that can't be solved with tea and flowers."''</blockquote><blockquote>-Common Introduction said by Saira Agama</blockquote>{{ATCOS_Character_Infobox|image1=Saira.png|caption1=Head of the Agama Tea Company, Absalom Branch|gender=Female|race=Agathion Aasimar|class=Kineticist/Paladin|alignment=Neutral Good|age=25|height=Varies from 5'2 to 8'0|hair=Brown}}
== Description ==
Saira Agama can be found in three different forms, depending on the time of day and when you find her. Her default appearance is that of a 5'2 human. She is thin and a little on the frail side, and appears perpetually clean due to a series of Aasimar mutations. Saira is also capable of invoking her angelic heritage and divine power to attain a more celestial appearance. In this state she looks as normal, but is significantly taller, her skin has a very slight golden tinge, and she is unnaturally cold to the touch due to reactions between her divine and kinetic powers. Finally, without the cosmetic changes that she applies to herself, Saira is a 5'7 Aasimar that still looks mostly human. The entire left side of her face, along with her left arm and most of her chest are covered in scarring. Part of this leads to difficulty for Saira in seeing out of her left eye, something that carries over across transformations.
Saira's left arm is not natural, but rather a prosthetic made to resemble a real arm using Saira's ability to manipulate flesh. If threatened, the limb rapidly unravels to reveal a blade formed entirely out of bone or a mass of stinging vines, depending on Saira's current needs and preferences. In her angelic form she generally avoids concealing this, instead leaving her arm in its blade form until she returns to normal. She is also known to occasionally cause flowers to bloom along her arm when she's showing off.
== History ==
Saira Agama is the third of three Agama siblings, who are next in line to inherit the Agama Tea company. Being only third in line and liking her siblings too much to try and plot against them, from a young age Saira accepted that she would never truly inherit the company. She kept away from lofty ambitions and tried to focus on the world around her. Instead of attending meetings on how to run a company, Saira spent her days tending to the family gardens, where she formed a lifelong love of flowers.
Saira would have a relatively peaceful life for most of her childhood. Due to her unwillingness to take on any meaningful authority in the company and her parent's desire to let her have some say in how it was run anyways, Saira eventually was given the go ahead to open a store of her own. This store was in Absalom, a place where the company could test a new market and Saira could tend to her flowers and make tea without having to care what her parents and siblings in Andoran were worrying about.
When Saira was 19 and getting ready to move to Absalom, a fire happened to break out. In attempting to rescue several of the castle staff, sire was struck by a beam that had collapsed in the flame. The resulting injuries left her with permanent scarring all along her face and down the left side of her torso, and cost her her left arm and most of the use of her left eye.
It is around this time that Saira gained her divine powers, and she took it as a sign to not let the loss of a good portion of her body stop her. She sought to develop kinetic abilities, learning to manipulate flesh in order to restore her arm and plant life in order to help gardening. She trained for five years, until her power became strong enough that she could not only restore her lost limb, but conceal her injuries from the general public. Saira eventually developed a habit of concealing the strength she's developed during her training, out of modesty more than anything.
Once she was 24, Saira finally landed in Absalom along with her personal attendant Iris and a few other assorted staff. She opened the Violet Rose cafe near the Puddles as she felt that was where she would be most needed. Saira runs the cafe as a cafe, but she also tries to use it as a way to try and fulfill the duty given to her by her divine power. With a warm smile from behind the counter, Saira listens to all of the city's problems, and she does her best to try and alleviate them in any way she can. Even if sometimes that just means giving people some nice tea and a kind ear for their troubles.
== Personality ==
Saira is typically kind, calm, and soft spoken. She isn't the type to take forceful action against anything unless it's a last resort. Despite her apparent calm and lack of concern, though, Saira is always looking for a way to deal with the problem in front of her. And once she has a solution, she can be extremely quick to act. The woman that most people know as a mild-mannered gardener can be surprisingly brutal and efficient whenever her shop or her friends are threatened. She is, after all, the same girl who almost died to save several inconsequential servants from a house fire.
h9b3y37wj5jv49o8asa4mp2egfjs55g
1827
1826
2021-02-27T04:07:50Z
Texasblue
48218621
1827
wikitext
text/x-wiki
<blockquote>''"Welcome to the Violet Rose Cafe, may I take your order? We have tea for everything that ails you, flowers for any message you need to send, and other methods for problems that can't be solved with tea and flowers."''</blockquote><blockquote>-Common Introduction said by Saira Agama</blockquote>{{ATCOS_Character_Infobox|image1=Saira.png|caption1=Head of the Agama Tea Company, Absalom Branch|gender=Female|race=Agathion Aasimar|class=Kineticist/Paladin|alignment=Neutral Good|age=25|height=Varies from 5'2 to 8'0|hair=Brown}}
== Description ==
Saira Agama can be found in three different forms, depending on the time of day and when you find her. Her default appearance is that of a 5'2 human. She is thin and a little on the frail side, and appears perpetually clean due to a series of Aasimar mutations. Saira is also capable of invoking her angelic heritage and divine power to attain a more celestial appearance. In this state she looks as normal, but is significantly taller, her skin has a very slight golden tinge, and she is unnaturally cold to the touch due to reactions between her divine and kinetic powers. Finally, without the cosmetic changes that she applies to herself, Saira is a 5'7 Aasimar that still looks mostly human. The entire left side of her face, along with her left arm and most of her chest are covered in scarring. Part of this leads to difficulty for Saira in seeing out of her left eye, something that carries over across transformations.
Saira's left arm is not natural, but rather a prosthetic made to resemble a real arm using Saira's ability to manipulate flesh. If threatened, the limb rapidly unravels to reveal a blade formed entirely out of bone or a mass of stinging vines, depending on Saira's current needs and preferences. In her angelic form she generally avoids concealing this, instead leaving her arm in its blade form until she returns to normal. She is also known to occasionally cause flowers to bloom along her arm when she's showing off.
== History ==
Saira Agama is the third of three Agama siblings, who are next in line to inherit the Agama Tea company. Being only third in line and liking her siblings too much to try and plot against them, from a young age Saira accepted that she would never truly inherit the company. She kept away from lofty ambitions and tried to focus on the world around her. Instead of attending meetings on how to run a company, Saira spent her days tending to the family gardens, where she formed a lifelong love of flowers.
Saira would have a relatively peaceful life for most of her childhood. Due to her unwillingness to take on any meaningful authority in the company and her parent's desire to let her have some say in how it was run anyways, Saira eventually was given the go ahead to open a store of her own. This store was in Absalom, a place where the company could test a new market and Saira could tend to her flowers and make tea without having to care what her parents and siblings in Andoran were worrying about.
When Saira was 19 and getting ready to move to Absalom, a fire happened to break out. In attempting to rescue several of the castle staff, sire was struck by a beam that had collapsed in the flame. The resulting injuries left her with permanent scarring all along her face and down the left side of her torso, and cost her her left arm and most of the use of her left eye.
It is around this time that Saira gained her divine powers, and she took it as a sign to not let the loss of a good portion of her body stop her. She sought to develop kinetic abilities, learning to manipulate flesh in order to restore her arm and plant life in order to help gardening. She trained for five years, until her power became strong enough that she could not only restore her lost limb, but conceal her injuries from the general public. Saira eventually developed a habit of concealing the strength she's developed during her training, out of modesty more than anything.
Once she was 24, Saira finally landed in Absalom along with her personal attendant Iris and a few other assorted staff. She opened the Violet Rose cafe near the Puddles as she felt that was where she would be most needed. Saira runs the cafe as a cafe, but she also tries to use it as a way to try and fulfill the duty given to her by her divine power. With a warm smile from behind the counter, Saira listens to all of the city's problems, and she does her best to try and alleviate them in any way she can. Even if sometimes that just means giving people some nice tea and a kind ear for their troubles.
== Personality ==
Saira is typically kind, calm, and soft spoken. She isn't the type to take forceful action against anything unless it's a last resort. Despite her apparent calm and lack of concern, though, Saira is always looking for a way to deal with the problem in front of her. And once she has a solution, she can be extremely quick to act. The woman that most people know as a mild-mannered gardener can be surprisingly brutal and efficient whenever her shop or her friends are threatened. She is, after all, the same girl who almost died to save several inconsequential servants from a house fire.
== Family Legacy ==
The Agama family is mostly known for the Agama Tea Company, which is based out of Andoran. The company ships tea leaves in from all over and primarily sells them to cafes and inns throughout Andoran. The Violet Rose cafe operated by Saira represents their first attempt at selling to establishments outside of Andoran, and Saira does occaisonally let other stores sample her products.
While Saira remains the company's highest authority in Absalom, she is fourth in line to inherit the company proper after her parents and three siblings. This means that beyond managing her little tea shop in Absalom and having its running costs covered for her, Saira has very little in say in what her family decides to do. Saira is completely fine with this, a lack of corporate responsibility being one of the reasons she asked for her position in Absalom.
keyh9mb90t134tk7l6tckz3v7e7t743
1837
1827
2021-03-04T08:10:46Z
Texasblue
48218621
Adding categories
1837
wikitext
text/x-wiki
<blockquote>''"Welcome to the Violet Rose Cafe, may I take your order? We have tea for everything that ails you, flowers for any message you need to send, and other methods for problems that can't be solved with tea and flowers."''</blockquote><blockquote>-Common Introduction said by Saira Agama</blockquote>{{ATCOS_Character_Infobox|image1=Saira.png|caption1=Head of the Agama Tea Company, Absalom Branch|gender=Female|race=Agathion Aasimar|class=Kineticist/Paladin|alignment=Neutral Good|age=25|height=Varies from 5'2 to 8'0|hair=Brown}}
== Description ==
Saira Agama can be found in three different forms, depending on the time of day and when you find her. Her default appearance is that of a 5'2 human. She is thin and a little on the frail side, and appears perpetually clean due to a series of Aasimar mutations. Saira is also capable of invoking her angelic heritage and divine power to attain a more celestial appearance. In this state she looks as normal, but is significantly taller, her skin has a very slight golden tinge, and she is unnaturally cold to the touch due to reactions between her divine and kinetic powers. Finally, without the cosmetic changes that she applies to herself, Saira is a 5'7 Aasimar that still looks mostly human. The entire left side of her face, along with her left arm and most of her chest are covered in scarring. Part of this leads to difficulty for Saira in seeing out of her left eye, something that carries over across transformations.
Saira's left arm is not natural, but rather a prosthetic made to resemble a real arm using Saira's ability to manipulate flesh. If threatened, the limb rapidly unravels to reveal a blade formed entirely out of bone or a mass of stinging vines, depending on Saira's current needs and preferences. In her angelic form she generally avoids concealing this, instead leaving her arm in its blade form until she returns to normal. She is also known to occasionally cause flowers to bloom along her arm when she's showing off.
== History ==
Saira Agama is the third of three Agama siblings, who are next in line to inherit the Agama Tea company. Being only third in line and liking her siblings too much to try and plot against them, from a young age Saira accepted that she would never truly inherit the company. She kept away from lofty ambitions and tried to focus on the world around her. Instead of attending meetings on how to run a company, Saira spent her days tending to the family gardens, where she formed a lifelong love of flowers.
Saira would have a relatively peaceful life for most of her childhood. Due to her unwillingness to take on any meaningful authority in the company and her parent's desire to let her have some say in how it was run anyways, Saira eventually was given the go ahead to open a store of her own. This store was in Absalom, a place where the company could test a new market and Saira could tend to her flowers and make tea without having to care what her parents and siblings in Andoran were worrying about.
When Saira was 19 and getting ready to move to Absalom, a fire happened to break out. In attempting to rescue several of the castle staff, sire was struck by a beam that had collapsed in the flame. The resulting injuries left her with permanent scarring all along her face and down the left side of her torso, and cost her her left arm and most of the use of her left eye.
It is around this time that Saira gained her divine powers, and she took it as a sign to not let the loss of a good portion of her body stop her. She sought to develop kinetic abilities, learning to manipulate flesh in order to restore her arm and plant life in order to help gardening. She trained for five years, until her power became strong enough that she could not only restore her lost limb, but conceal her injuries from the general public. Saira eventually developed a habit of concealing the strength she's developed during her training, out of modesty more than anything.
Once she was 24, Saira finally landed in Absalom along with her personal attendant Iris and a few other assorted staff. She opened the Violet Rose cafe near the Puddles as she felt that was where she would be most needed. Saira runs the cafe as a cafe, but she also tries to use it as a way to try and fulfill the duty given to her by her divine power. With a warm smile from behind the counter, Saira listens to all of the city's problems, and she does her best to try and alleviate them in any way she can. Even if sometimes that just means giving people some nice tea and a kind ear for their troubles.
== Personality ==
Saira is typically kind, calm, and soft spoken. She isn't the type to take forceful action against anything unless it's a last resort. Despite her apparent calm and lack of concern, though, Saira is always looking for a way to deal with the problem in front of her. And once she has a solution, she can be extremely quick to act. The woman that most people know as a mild-mannered gardener can be surprisingly brutal and efficient whenever her shop or her friends are threatened. She is, after all, the same girl who almost died to save several inconsequential servants from a house fire.
== Family Legacy ==
The Agama family is mostly known for the Agama Tea Company, which is based out of Andoran. The company ships tea leaves in from all over and primarily sells them to cafes and inns throughout Andoran. The Violet Rose cafe operated by Saira represents their first attempt at selling to establishments outside of Andoran, and Saira does occaisonally let other stores sample her products.
While Saira remains the company's highest authority in Absalom, she is fourth in line to inherit the company proper after her parents and three siblings. This means that beyond managing her little tea shop in Absalom and having its running costs covered for her, Saira has very little in say in what her family decides to do. Saira is completely fine with this, a lack of corporate responsibility being one of the reasons she asked for her position in Absalom.
[[Category:Characters]]
[[Category:Player Characters]]
6dkyxtlbh36img5w50unu8l3jkzgi3n
Sazae Of The Mountains
0
178
316
2018-12-15T20:38:35Z
RunelordHades
35605102
Created Page, added Infobox
316
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Sazae Of The Mountains|image1 = Oni.png|caption1 = Young, Bullheaded Chef|gender = Female|race = Oni-Spawn Tiefling|class = Butcher Chef/Blacksmith|alignment = Neutral Good|deity = Golden Dragon Shizuru / The Black Daimyo Susumu|age = 23|height = 7'1"|weight = 260 lbs|hair = Black and Red|eyes = Yellow}}
== Backstory ==
===<nowiki/>===
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Scáthach O'Dubhthaigh
0
807
1664
2020-10-12T00:15:20Z
IratusAngelus
38616569
Created page with "{{Infobox_character|name = Scáthach O'Dubhthaigh|image = Scathath Bust.png|aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birt..."
1664
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image = Scathath Bust.png|aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns.''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught showed her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. ''
''She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
i7z31dhcp4ad2s9tm6t8c70bx0zhqbn
1670
1664
2020-10-12T00:40:49Z
IratusAngelus
38616569
1670
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image = Scathath Bust.png|aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns.''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught showed her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''''This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''''The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''''Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shudder Breath and Sinful Sigh'''''''These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''
]]
ip8fk6yo8wt0qoxumeiracbciy0rrhi
1671
1670
2020-10-12T00:45:35Z
IratusAngelus
38616569
1671
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image = |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns.''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught showed her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''''This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''''The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''''Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shudder Breath and Sinful Sigh'''''''These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''
]]
agggraf3tfl492qf6cu78y6jf8t7951
1672
1671
2020-10-12T00:49:32Z
IratusAngelus
38616569
1672
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image = |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught showed her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''''This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''''The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''''Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shudder Breath and Sinful Sigh'''''''These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''
]]
6l3ndgegos67xq26nyap7dunwamfo12
1674
1672
2020-10-12T00:55:46Z
IratusAngelus
38616569
1674
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image =Scathath Bust edit.png |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught showed her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''''This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''''The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''''Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shudder Breath and Sinful Sigh'''''''These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''
]]
d9jbqp8386m3vvq05pff08uytr5tgcn
1675
1674
2020-10-12T01:56:43Z
IratusAngelus
38616569
1675
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image =Scathath Bust edit.png |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people know abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''<nowiki/>''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''<nowiki/>''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''<nowiki/>''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shuddering Breath and Sinful Sigh'''''These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''<nowiki/>''
]]
1yxwlsgaglpe6h6tgc8wjocdmmpwg88
1676
1675
2020-10-12T01:57:46Z
IratusAngelus
38616569
1676
wikitext
text/x-wiki
{{Infobox_character|name = Scáthach O'Dubhthaigh|image =Scathath Bust edit.png |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people know abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''
This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''<nowiki/>''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''
The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''<nowiki/>''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''
Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''<nowiki/>''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shuddering Breath and Sinful Sigh'''''
These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''<nowiki/>''
]]
1mrlb1gsrcbxaiyvbfbcyr7t8dgt05i
1677
1676
2020-10-12T05:35:10Z
IratusAngelus
38616569
1677
wikitext
text/x-wiki
'''''<u>The content below may contain content that some might find disturbing. Please proceed with caution.</u>'''''{{Infobox_character|name = Scáthach O'Dubhthaigh|image =Scathath Bust edit.png |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people know abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''
This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''<nowiki/>''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''
The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''<nowiki/>''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''
Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''<nowiki/>''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shuddering Breath and Sinful Sigh'''''
These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''<nowiki/>''
]]
8us4rdf5l86aq2laaopotdysv5kd1n6
1678
1677
2020-10-12T05:38:41Z
IratusAngelus
38616569
1678
wikitext
text/x-wiki
'''''<u>The content below contains mention of rape. If this is a subject you find disturbing, consider yourself warned.</u>'''''{{Infobox_character|name = Scáthach O'Dubhthaigh|image =Scathath Bust edit.png |aliases = Shot from the Shadows|affiliation = Nocticula|marital = Single|birthDate = Desnus 29|birthPlace = Katapesh|species = Human|gender = Feminine|height = 5'10"|weight = 130lbs|eyes = Blue|relatives = Unknown}}
== '''A Gal's Best Friends: Sex, Drugs and Guns''' ==
=== <u>Biography</u> ===
==== <u>In the Beginning, there was Corruption</u> ====
''In the city of Katapesh, one is well versed in a few things. One, is indulgence. The City of Trade is a thriving metropolis, where one can usually get whatever they want. For a price. The people know abundance, comfort, decadence. They also know slavery, as a large portion of the money made is from the practice of sentient creature trafficking. Lastly, they know drugs, mind altering substances that can make one feel euphoric one moment, and like you are a step from death the next. Pesh was easy to cultivate in the desert, and it sold well across the world.''
''Of all these things, Scáthach knows them well. Born into the world of slavery, this now-adventurer knew the weight of chains before she even knew how to walk. Her mother died of illness, too frail and abused to fight it off, leaving the girl with big blue eyes at the mercy of her Masters and Mistresses.''
''She started as a playmate for their kids, passing balls, helping with dress-up. But as she developed into adolescence and then a teenager, the demands of her became darker. It didn't take long before that innocent little slave girl was but a memory. Rape, abuse and forced drug use were just a short list of the atrocities she endured. Purity was stolen completely, and left in its place was now a jaded, grim young woman.''
==== <u>Then, there was Liberation</u> ====
''Thanks to the constant pesh in the air of the many harems she was forced to serve in, Scáthach developed a case of asthma, usually flared by the abundance of smoke or vapors in the air. This caused a lot of issues for her many captors, who would pass her around when they got tired of hearing her coughing and hacking. During one instance where the woman was struggling for breath in the corner of a brothel her Mistress had dragged her to, the slave girl waited for the woman to be preoccupied with her current entertainment, before making a run for it. While she was able to escape, she did not do so unscathed. Still struggling with breath as she ran as hard as she could, she couldn't avoid the crossbow bolt that pierced her shoulder and sent her tumbling into the River Scorpius.''
''When she woke, a dark-eyed woman held her within their lap, smiling down upon her as she comforted the run-away slave. Scáthach found herself in the company of Libai, a prostitute who worshipped Nocticula. She taught the girl that there were two ways to earn anything in this life. Seduce it out of people, or kill them and take it for one's own self. The young girl had enough of being used for her body, and so the whore directed Scáthach to another once she was healthy enough to travel once more. An older man known only to her as Dane taught her how to fight, and also introduced her to firearms, training her how to fire them. By the time she had reached her seventeenth name-day, she had started to develop a style of fighting all her own that involved long-distance shooting, as well as the art of Gun Kata, or fighting with both melee-martial prowess and guns simultaneously.''
==== <u>Lastly, came Decadence</u> ====
''Between Libai and Dane, the two taught Scáthach to embrace indulgence, and introduced her to the teachings of Nocticula. She reveled in drug use, carnal pleasures, but most importantly, the thrill of killing. She loved the power she felt when she could end someone's life with just the squeeze of a trigger. No longer was she meek, malleable prey to be abused. She was the predator. She was the Alpha, the Apex... and the rush filled her with elation. Once her training was done, she thanked her mentors for their aid, and made her own path. A path that led her straight to Absalom.''
=== <u>Appearance</u> ===
[[File:Nocticula's Rune.png|thumb|153x153px]]
''Scáthach stands at five feet and ten inches tall, with raven black hair and beautiful, large blue eyes. Her complexion is fair, and nearly unmarred if not for the blatant tattoo of Nocticula's Demonic Rune residing just beneath her left eye. She enjoys wearing makeup, usually some sort of eyeliner and eyeshadow to enhance those pretty eyes of hers, as well as pale shades of lipstick to pronounce full, pouty lips. Her usual garb consists of revealing blouses with low-dipping necklines, skin-tight leather breaches, and tall, thigh-high boots. ''
=== <u>Personality</u> ===
''When first encountered, she can seem distant and withdrawn. Thanks to her years of abuse, she is slow to open up to people, despite longing for friendship in secrecy. However, she enjoys a good joke, and though she might try to hide the smile they draw to her painted lips, she finds it nearly impossible to grin at attempts to humor her.''
=== <u>Goals</u> ===
''She searches for a group of people who can accept her for her dark interests and her many flaws. Drugs, sex and killing seem to be her only thrills in life, so until she can find something more fulfilling, she'll continue with such pursuits.''
=== <u>The Arsenal</u> ===
[[File:Lady's Charm.jpg|left|thumb|364x364px|'''''Lady's Charm'''''
This Viper Repeating Rifle is the first of Scathath's Arcanium-fueled weapons. Usually found hanging on a shoulder strap upon her back.''<nowiki/>''
]]
[[File:Fiery Kiss.jpg|left|thumb|360x360px|'''''Fiery Kiss'''''
The Wyrmbite Revolver situated in a shoulder harness just beneath her left armpit is the second Arcanium firearm she possesses. ''<nowiki/>''
]]
[[File:Lover's Bite.jpg|left|thumb|360x360px|'''''Lover's Bite'''''
Fiery Kiss' partner, this rune-etched Aldori Dualing Sword rests upon Scathath's right hip in it's ornate scabbard.''<nowiki/>''
]]
[[File:Breath and Sigh.jpg|left|thumb|360x360px|'''''Shuddering Breath and Sinful Sigh'''''
These dragon pistols are strapped to each of Scathath's hamstrings, always ready to show her enemies some 'tough love'.''<nowiki/>''
]]
9f2g966zhuuh8fay6hvwlohx37rix75
Shang Fei, Scion of Fei
0
856
1822
2021-02-25T15:39:44Z
Indrick Ballerale
35008465
Indrick Ballerale moved page [[Shang Fei, Scion of Fei]] to [[Shang Fei, Scion of Shang]]
1822
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#REDIRECT [[Shang Fei, Scion of Shang]]
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Shang Fei, Scion of Shang
0
854
1817
2021-02-25T14:56:56Z
Indrick Ballerale
35008465
Created page with "{{ATCOS_Character_Infobox|image1=|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=Aeiou|deity=Kurgess}}"
1817
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{{ATCOS_Character_Infobox|image1=|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=Aeiou|deity=Kurgess}}
fnu4rgu3i41gvo65dw7x1ijqphhaems
1819
1817
2021-02-25T14:58:55Z
Indrick Ballerale
35008465
1819
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1=char_sp.png|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=Aeiou|deity=Kurgess}}
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1819
2021-02-25T15:38:56Z
Indrick Ballerale
35008465
1820
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text/x-wiki
{{ATCOS_Character_Infobox|image1=Sheng Fei.png|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=|deity=Kurgess}}
== Shang, Alchemists without peer ==
Tracing their roots back to the great Empire of Lung Wa, the Shang have always been renowned for their alchemical work, and, in more hushed tones, of their willingness to do almost anything to take their research to the next level. Of course, such alchemical work requires funds, and the source for said funds is not too far. the Shang provide parts of Tian Xia and the inner sea with a few, specific goods, that they are particularly adept at obtaining, and not even the rising ECV has been able to take over their niche market.
Of course, a family with such a long history has branched several times over the centuries, with the main house still residing in their ancestral holdings in what is now Lingshen, cadet branches in most of the successor states, and, since a mere century before Lung Wa's fall, a Cadet House in the City of Absalom, serving as their gateway into the Inner Sea Region, and thus, despire their relative youth, a status of relative importance. It is to this cadet branch that 24 years ago, 14 years before Rovagug's return, Fei was born.
== Backstory ==
== The Story so Far ==
== Appearance ==
== Personality ==
== Relationships ==
=== With her family ===
Well, it's complicated
0hkut55wf3ac8kiw5geltrckxmr34oz
1821
1820
2021-02-25T15:39:44Z
Indrick Ballerale
35008465
Indrick Ballerale moved page [[Shang Fei, Scion of Fei]] to [[Shang Fei, Scion of Shang]]
1820
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text/x-wiki
{{ATCOS_Character_Infobox|image1=Sheng Fei.png|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=|deity=Kurgess}}
== Shang, Alchemists without peer ==
Tracing their roots back to the great Empire of Lung Wa, the Shang have always been renowned for their alchemical work, and, in more hushed tones, of their willingness to do almost anything to take their research to the next level. Of course, such alchemical work requires funds, and the source for said funds is not too far. the Shang provide parts of Tian Xia and the inner sea with a few, specific goods, that they are particularly adept at obtaining, and not even the rising ECV has been able to take over their niche market.
Of course, a family with such a long history has branched several times over the centuries, with the main house still residing in their ancestral holdings in what is now Lingshen, cadet branches in most of the successor states, and, since a mere century before Lung Wa's fall, a Cadet House in the City of Absalom, serving as their gateway into the Inner Sea Region, and thus, despire their relative youth, a status of relative importance. It is to this cadet branch that 24 years ago, 14 years before Rovagug's return, Fei was born.
== Backstory ==
== The Story so Far ==
== Appearance ==
== Personality ==
== Relationships ==
=== With her family ===
Well, it's complicated
0hkut55wf3ac8kiw5geltrckxmr34oz
1824
1821
2021-02-26T14:50:17Z
Indrick Ballerale
35008465
1824
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1=Sheng Fei.png|gender=F|race=Idyllkin|class=Striker/Kineticist|alignment=CG|age=24|height=6'4|weight=80kg|hair=Dark|eyes=Brown|caption1=|deity=Kurgess}}
== Shang, Alchemists without peer ==
Tracing their roots back to the great Empire of Lung Wa, the Shang have always been renowned for their alchemical work, and, in more hushed tones, of their willingness to do almost anything to take their research to the next level. Of course, such alchemical work requires funds, and the source for said funds is not too far. the Shang provide parts of Tian Xia and the inner sea with a few, specific goods, that they are particularly adept at obtaining, and not even the rising ECV has been able to take over their niche market.
Of course, a family with such a long history has branched several times over the centuries, with the main house still residing in their ancestral holdings in what is now Lingshen, cadet branches in most of the successor states, and, since a mere century before Lung Wa's fall, a Cadet House in the City of Absalom, serving as their gateway into the Inner Sea Region, and thus, despire their relative youth, a status of relative importance. It is to this cadet branch that 24 years ago, 14 years before Rovagug's short lived breakout, Fei was born.
== Backstory ==
As a member of such a storied house, there were expectations of Fei from birth. She was the youngest, after all, and as such would be a valuable pawn to marry off and secure one alliance or another. Due to this, she wasn't really immersed in her family's craft, only absorbing some knowledge of alchemy from being around her older brothers and sisters, and instead was to focus more on etiquette and making a good name for herself. Fei, of course, never liked this, and because her parents were often busy with their work, she decided to become strong, remembering how once her parents had spoken about how some Azeriah's bulging muscles were not fit for a noble woman. Honestly, spite was as good a reason as any to become fit.
In her pursuit of improvement, she always sought to push herself farther and farther, to become truly strong. It was during one of these training sessions that she truly got a head start. During one of her sessions of side hops, she noticed small shards of something white flying off whenever she jumped particularly hard. Trying to force this, she saw that they seemed to be coming from the bottom of her feet, yet her boots were intact. Doing it again and again, the further she leaped, the bigger the shards seemed to grow, propelling her further and further. After slowing down, she saw that the shards were made of bones. She was, of course, absolutely terrified when she figured this out, because losing your bones from training was not something she had planned on. Again, she's not the smartest. Nevertheless, after making sure all her bones were in the right place, she went right back to experimenting. By the end of the day, she'd managed to figure out just ''how'' to jump further, even if the miniature bone explosion was ''strange'' to say the least. Nevertheless, she had more brawn than sense, and in a few years time, she'd...taken steps in directions she never would have thought of before. In all honesty, when thinking of weapons, most people would not think growing a bone spear from one's leg as very natural, but with corpokinesis, you don't really need to care.
Now, she could do one thing, but what else could she do with this? Well, if her family had taught her one thing, was the value of experimentation, so, in the name of figuring out exactly how far these abilities of hers could go, she would venture out, and draw every last one of them out.
== The story so far ==
== Appearance ==
Fei, in all aspects, looks solid. From her above average height, to her toned muscles, to her steady gaze. More specific details, however, may change wildly especially once she finds that her talent with modifying her body does not just extend to bones alone. Nevertheless, for now she looks Tian. Tian-Shu, to be exact, with almond shaped eyes, and dark, straight hair, often pulled up into buns.
== Personality ==
Eager to make her own way in the world, Fei is generally rather carefree, and, after all the training she's done, Fei's become a bit of a musclehead, always taking time from her day to train, and even making many decisions based on how much they'd cut into her training. She's dedicated, that much's certain. In most other aspects, she's mostly easygoing, and she's eager to meet others who can do things similar to her, not yet really aware that most corpokineticists aren't the nicest. It's not her fault, she's not the most scholarly type, after all, so knowing that her own family has been accused of being unethical experimenters in the past, she wouldn't give much thought to these accusations anyways.
== Relationships ==
<br />
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Silas
0
236
450
2019-05-19T17:17:15Z
Slicer9876
25236499
Created Silas
450
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 49|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
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454
450
2019-05-19T17:20:59Z
Slicer9876
25236499
Adding categories
454
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 49|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
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467
454
2019-05-23T12:21:09Z
Slicer9876
25236499
brief introduction to make the article look a bit better
467
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. He came to Absalom with his Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 49|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
fusansjimbvka7t2exhfb98s69bg2mc
468
467
2019-05-28T22:13:33Z
Charl Reinsev
35078041
468
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. He came to Absalom with his Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
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473
468
2019-05-28T22:14:56Z
Charl Reinsev
35078041
Picture
473
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. He came to Absalom with his Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green|image1 = Silas-Ref~2.png}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
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474
473
2019-05-29T14:05:28Z
204.38.0.253
474
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. They came to Absalom with his Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green|image1 = Silas-Ref~2.png}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
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475
474
2019-05-29T14:05:38Z
204.38.0.253
475
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. They came to Absalom with their Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Agender|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green|image1 = Silas-Ref~2.png}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
23wrz86q4nmdi1ogk356bvl6gbcawkc
491
475
2019-06-03T21:37:19Z
Slicer9876
25236499
491
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. They came to Absalom with their Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Nonbinary (Male)|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green|image1 = Silas-Ref~2.png}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards a masculine body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
bq9c2sj1kptb8phnzbl70ued3qx22bb
496
491
2019-06-10T18:31:26Z
Slicer9876
25236499
496
wikitext
text/x-wiki
Silas is a Sylph Sky Druid from the region of Varisia. They came to Absalom with their Storm Roc companion Likana and befriended several people there and on the path there.{{ATCOS_Character_Infobox|title1 = Silas|gender = Nonbinary (Intersex)|race = Sylph|class = Sky Druid|alignment = NG|deity = Desna|age = 68|height = 6'1"|weight = 115lbs|hair = Mint|eyes = Seafoam Green|image1 = Silas-Ref~2.png}}
=='''<font size="6">Appearance</font>'''==
Silas is fairly tall and wispy, with fairly obvious human features along with their geniekin origins apparent in their form. They are androgynous, with somewhat of a lean towards an effeminate body shape. They have pale skin typical for a Sylph and intricate swirls the same colour as their eyes along their arms and neck. They usually wear tattered tribal clothing resembling brown robes over their armour and they wear a wooden pauldron over their right shoulder that is adorned with the druidic symbol for "direction".
=='''<font size="6">Background</font>'''==
<div class="mw-collapsible">
Silas was born in the Velashu Uplands of the land of Varisia within the Shriikirri-Quah Shoanti tribe. Their mother was a Human Druid of Desna named Varok and their father was a powerful Noble Djinni named Armu'arani. While Silas knew very little about their father, as he was unable to remain in the Material Plane for very long, Varok taught Silas almost everything they know about Druidry. Due to their heritage as an outsider, Silas was treated differently by many members of the other Shoanti tribes, however, they were fully accepted within the Shriikirri-Quah, as Varok was a respected member of the tribe.
Growing up, Silas formed a relationship with a young boy from the Tamiir-Quah named Likana. Silas, not having many other friends, became close friends with Likana and the two became like siblings. For many years, they went on small adventures together and Silas even became accepted by Likana's tribe. Being a Human, Likana aged significantly quicker than Silas, however, this did not strain the relationship very much.
One day, Silas and Likana were wandering about the Storval Plateau when they came across a strange scene: a hatchling Storm Roc trying to fight off a seemingly maddened Hippogryph. Silas decided to try to soothe the beast, however, it struck back against them and Likana intervened. In the ensuing fight, Likana was tragically killed by the Hippogryph. Silas managed to drive off the Hippogryph, though it was too late. Silas, horrified and heartbroken by the death of their best friend, decided to bond with the Roc, whom they named Likana in honour of their fallen friend.
After the incident, Silas went to the Tamiir-Quah to return Likana's body. While not blamed directly for Likana's death, Silas was considered a weakling. Silas came to blame themselves for Likana's death and vowed to never allow another one of their loved ones to die again, no matter what. Soon after Likana's burial ceremony, Silas returned home and contemplated on what they should do.
A few tendays after Likana's death, another great tragedy came into Silas' life. A band of Chelish colonizers came down upon the Shriikirri-Quah in hopes of enslaving many of the tribespeople. Silas fought against the slavers alongside their Storm Roc and Varok, however, this would not be enough to stop the raiders. Varok was slain in the battle and Likana suffered grievous wounds that left deep scars on them. Silas became enraged by the loss of another loved one and slaughtered many of the remaining Chelish forces. Unfortunately, they still made off with many slaves and a large portion of the Shriikirri-Quah was missing or dead.
Shortly after their tribe was torn apart, Silas decided to set off on their own journey, away from the horrors of Varisia and hoping to find a new life elsewhere. They had no solid goal of where to go, instead creating their own path across Golarion. Along the way, Silas met and befriended a Tiefling named Maya, who became a travel companion alongside Likana. After coming to the Inner Sea region, Silas learned of the grand metropolis of Absalom and was drawn to the city. Silas set out for the city, seeking out a new life and new adventures.
</div>
=='''<font size="6">Personality</font>'''==
Being an outsider, Silas is fairly shy and somewhat secretive, though they are extremely inquisitive and want to know almost everything about everyone they meet. They are quite sociable and kind when they get to know people and will do absolutely anything to protect their friends. They try not to make enemies or anger people, however, they do have a deep hatred for slavers and the like. They will even try to talk to Evil people and try to change their ways without attacking them, only resorting to violence when extremely angry or when they see one of their friends being attacked.
Silas is also free-spirited, following their own destiny and the teachings of Desna. They are devoted to protecting nature and will do their best to prevent the harming of nature whenever necessary. They are not used to advanced machinery like guns as they grew up in a tribal society where there was nothing like that ever used outside of when they were attacked by Chelish colonizers.
[[Category:Player Characters]]
[[Category:Characters]]
7jay1lmw0poj6ho6z7slculo63wq6oy
Simion Ungur
0
496
986
2020-02-25T03:27:29Z
TheWhacko
45114944
Creating Simion's page.
986
wikitext
text/x-wiki
''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
8sqod6vu2ev7146g150gladjrjr7tyo
998
986
2020-02-25T06:05:52Z
TheWhacko
45114944
Bio
998
wikitext
text/x-wiki
''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the goddess during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
ehdk924r6hxb0kskjhfttwwj9jg3lmc
1003
998
2020-02-25T18:30:18Z
TheWhacko
45114944
1003
wikitext
text/x-wiki
''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the her during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
== Personality ==
For the timing being, Simion is not so different from the man he used to be. He still operates in public with the same sort of rough but fair peasant sensibilities, paying all the proper respect to those of higher station and generally happy enough to help whatever community he's currently residing in. He's taken on a more militant attitude, however, and is far more eager to meet a challenge with his daggers and hew newfound magics. Even in private he does his best to bite back the growing bouts of madness, though it more difficult every time. Most figure its only a matter of time before he's reduced to yet another mad cultist.
aapgf1kcjuye760wd9mvgzqnsfa62rk
1004
1003
2020-02-25T18:34:03Z
TheWhacko
45114944
1004
wikitext
text/x-wiki
''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the her during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
== Personality ==
For the timing being, Simion is not so different from the man he used to be. He still operates in public with the same sort of rough but fair peasant sensibilities, paying all the proper respect to those of higher station and generally happy enough to help whatever community he's currently residing in. He's taken on a more militant attitude, however, and is far more eager to meet a challenge with his daggers and hew newfound magics. Even in private he does his best to bite back the growing bouts of madness, though it more difficult every time. Most figure its only a matter of time before he's reduced to yet another mad cultist.
== Friends/Allies ==
None to speak of at the moment.
== Enemies ==
None to speak of at the moment.
c7z92m05kvkzipi2oq2rcojltlsub8u
1006
1004
2020-02-25T18:36:12Z
TheWhacko
45114944
1006
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = SImion Ungur|image1 = Simion2.png|gender = Male|race = Human|class = Cleric (Elder Mythos Cultist)/ Fighter (Lore Warden)|alignment = Chaotic Neutral|deity = Yog-Sothoth|age = 36|height = 5'10"|weight = 196|hair = Brown|eyes = Green}}''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the her during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
== Personality ==
For the timing being, Simion is not so different from the man he used to be. He still operates in public with the same sort of rough but fair peasant sensibilities, paying all the proper respect to those of higher station and generally happy enough to help whatever community he's currently residing in. He's taken on a more militant attitude, however, and is far more eager to meet a challenge with his daggers and hew newfound magics. Even in private he does his best to bite back the growing bouts of madness, though it more difficult every time. Most figure its only a matter of time before he's reduced to yet another mad cultist.
== Friends/Allies ==
None to speak of at the moment.
== Enemies ==
None to speak of at the moment.
0n81krpisoiw2pyd0xf93hp73okdfjv
1007
1006
2020-02-25T18:39:08Z
TheWhacko
45114944
1007
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = SImion Ungur|image1 = Simion2.png|gender = Male|race = Human|class = Cleric (Elder Mythos Cultist)/ Fighter (Lore Warden)|alignment = Chaotic Neutral|deity = Yog-Sothoth|age = 36|height = 5'10"|weight = 196|hair = Brown|eyes = Green}}''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the her during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
== Personality ==
For the timing being, Simion is not so different from the man he used to be. He still operates in public with the same sort of rough but fair peasant sensibilities, paying all the proper respect to those of higher station and generally happy enough to help whatever community he's currently residing in. He's taken on a more militant attitude, however, and is far more eager to meet a challenge with his daggers and hew newfound magics. Even in private he does his best to bite back the growing bouts of madness, though it grows more difficult every time. Most figure its only a matter of time before he's reduced to yet another mad cultist.
== Friends/Allies ==
None to speak of at the moment.
== Enemies ==
None to speak of at the moment.
9l1a8an8asvgksbxre8raz6n3azi0rf
1221
1007
2020-05-27T01:05:47Z
TheWhacko
45114944
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{{ATCOS_Character_Infobox|title1 = SImion Ungur|image1 = Simion2.png|gender = Male|race = Human|class = Cleric (Elder Mythos Cultist)/ Fighter (Lore Warden)|alignment = Chaotic Neutral|deity = Yog-Sothoth|age = 36|height = 5'10"|weight = 196|hair = Brown|eyes = Green}}''"I have seen the gods of the Dark Tapestry. I have seen and wielded the power of the Guardian of the Gate. The forces of darkness fell before it in agony and terror. I will see it wielded to free my home of the horrors plaguing it. So says the Guardian."''
== History ==
The tale of Simion Ungur is not one that would be sung by any bard but on the darkest and stormiest of nights. His is not a bloodline of great nobility or of powerful magics, nor is he an expertly trained warrior or paladin. His is a tale of sorrow in a sorrowful land, the desperation of an ordinary man forced into extraordinary circumstances, and the heavy price paid for the power he sought to challenge them. Born to common peasant stock, Simion spent most of life working the docks of Rozenport and living under the constant threat of werewoles, vampires, roaming undead and the numberless cults infesting the cursed country of Ustalav. His only concerns were for his immediate family, especially the young and somewhat sheltered sister, Augustina.
For a time there was a bright spot in his life. Adventurers had finally made their way to Rozenport and made for a few months of relative peace. Augustina had even found herself a husband in one of them, even if the boy was an Elf. Life was almost peaceful for a change. Of course things never stay peaceful for long in Ustalav, and this was to be no different. Not when the Whispering Way had their say in things.
It had been a fairly simple thing; The Whispering Way needed blood sacrifice, and an Elf was too good an opportunity for them to pass up. Simion was quick to enact the time-honored tradition of the peasant mob, and to most's surprise he had manage to leave his horde of men with torches and pitchforks with few loses. Saving his brother-in-law had cost him his left eye, but for the boy's safety and his sister's love it was a price he gladly paid.
The encounter had opened his eyes to a greater challenge, however. He had always been a pious man, praying to Pharasma and Desna with all he had whenever the horrors reared their heads. After this last incident though he decided that it was not enough. If his family and his country were to be safe, he would need to take a direct hand. He started in the church of Pharasma, where after filching one of the holy texts of the goddess, he gleamed mention of the alien powers that had acted alongside the her during the Age of Creation.
It was here he first learned of Yog-Sothoth.
Sincomakti was the final key to the puzzle. The academics in the university were loathe to share such dangerous occult secrets with the likes of Simion, but the dockworker gave them little choice in the matter. Within days he'd again filched from a library, this time a book of terrible arcana and dark secrets. One that whispered to him. It called itself Krivbeknih, and it promised him the power to contact Yog-Sothoth, the Guardian of the Gate.
It has been a month since then, and now Simion Ungur is no longer a mere Rozenport dockworker. He is a voice for beings beyond the ken of mere mortals. He who will bring divine vengeance to all that have plagued Ustalav. He who will see them all die screaming in madness.
== Personality ==
For the timing being, Simion is not so different from the man he used to be. He still operates in public with the same sort of rough but fair peasant sensibilities, paying all the proper respect to those of higher station and generally happy enough to help whatever community he's currently residing in. He's taken on a more militant attitude, however, and is far more eager to meet a challenge with his daggers and hew newfound magics. Even in private he does his best to bite back the growing bouts of madness, though it grows more difficult every time. Most figure its only a matter of time before he's reduced to yet another mad cultist.
== Friends/Allies ==
Kaldra - A young Andoran Kitsune seemingly touched by the magics of Fey, Simion has taken a liking to the girl. Reminding him of his sister, he sees her as an anchor to sanity, and is happy to help her in her search for answers toward her past.
== Enemies ==
None to speak of at the moment.
mqcw1maw37wb8ag80ga2z7r0cbacanc
Skyseeker from the Deep
0
419
845
2019-12-12T01:04:58Z
Aryuananime
28960647
Created page with ""What's her problem, she simple or something? She's kinda been staring for the entire evening now." The drunk young man was mystified by the Deep Gnome, a rare sight on the s..."
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"What's her problem, she simple or something? She's kinda been staring for the entire evening now."
The drunk young man was mystified by the Deep Gnome, a rare sight on the surface indeed. Skyseeker from the Deep couldn't blame him, she could make little sense from the surface world. That it wasn't full of dark creatures that would try to eat and consume her was more than enough. But how does a girl go from monkish training in the Darklands to Surface dweller? It's a story that she keeps for herself, for it is one of pain.
==Description==
The most offputting aspect of the Skyseeker is that she looks like a doll, plain and simple, as a result of decades of underground living without any sun gracing her skin. She's also silent and tends to stend oddly still, people sometimes confusing her for a decoration as a result. This is not due to shyness, however: Deep Gnomes simply tend to learn to blend in, or to simply get eaten by a monster, or even worse, a Deep Dwarf. She also knows not to talk back at this point: people often assume that her kind are evil because they hail from the Darklands, but they couldn't be further from the truth.
All in all, Skyseeker is a simple girl with a simple wish: to thrive under the sky and stars.
==History==
Deep gnomes are a silent, stoic bunch. If one finds it hard to hold a good conversation with a dwarf, then staying with the Svirfneblin is downright awkward and unsatisfying. This is greatly due to the circumstances of the people, surrounded from all sides by dangerous predators that would ask for nothing more than a nibble of them. As a result, most Svirfneblin end up being strong warriors, though more out of necessity than by choice. Skyseeker's no exception: she was taught from her people to manipulate her surroundings and to attune herself to it to defend herself.
Her original name is long gone. So are her people. The tragedy with living with a silent society is how isolated they are when the monsters in the dark corner them. Duergars are not different, enslaving, killing and eating Svirneblin as if they were but chatel. All that she had after a truly horrendous raid was a tunnel to freedom and a dice to hold onto, a last memento from those she grew with.
Skyseeker was strongly attuned to the elements, both in body and in spirits, to the point where she even learned to become one with the wind. But where does the wind come from? The mythical surface and its currents. The Gnomes were taken to the Darklands, but are the Gnomes to eternally be slaves of it?
Now that the Skyseeker had nothing to lose, she made her own Quest for Sky of sorts, a journey for both the soul and body to stay away from the evil that could eat her at any moment. Somehow, she survived, and emerged onto the Island of Kortos. The sun was so bright and blinding, and yet felt reassuring on her skin, as if it was re-emrbacing a lost child. Gnomes are children of the First World after all, a world full of light and colors.
When asked about who she is, and why her skin is so grey, she handwaves it as the bleaching, the terrible condition that afflicts all Gnomes: seek new experiences, or die of boredom. Well, this new adventure certainly promises to delay the bleaching for an adequate period of time.
==Personality==
{{ATCOS_Character_Infobox|title1 = Skyseeker from the Deep|image1 = Gnome dark.png|caption1 = "You've got nowhere to go but up from here on."|gender = Female|race = Svirfneblin Gnome|class = Druid
Monk|alignment = Lawful Neutral|deity = Nivi Rhombodazzle|age = 110|height = 3'3|weight = 30 lbs|hair = White|eyes = Blue}}Though she may seem silent, simple, dim, this couldn't be further from the truth. Skyseeker is a wise girl that is intimidated by the strange world she ended up in, and its political intrigues that she finds match the Drows' in intensity at times. Like most gnomes, she's terrified of the Bleaching, and tries her best to stave it off. She believes her story mirrors and echoes Nivi Rhombodazzle in that regard, except that she sought for her freedom on the surface rather than by hiding deeper. She has a strong survival instinct, and won't let herself be stepped on as well. Friends are something she has a hard time making on the surface. Though rather trusting, others often find her stoic silence off-putting and uneasy. She staves off the loneliness by communing with nature and trying to keep exotic pets. Her current pet is a Giant Gecko named 'Fren', a Gnomish Undercommon word for companion.
[[Category:Characters]]
26umqeajc2ddr5kzwhhyyaovkh8vkfu
846
845
2019-12-12T01:09:04Z
Aryuananime
28960647
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{{ATCOS_Character_Infobox|title1 = Skyseeker from the Deep|image1 = Gnome dark.png|caption1 = "You've got nowhere to go but up from here on."|gender = Female|race = Svirfneblin Gnome|class = Druid
Monk|alignment = Lawful Neutral|deity = Nivi Rhombodazzle|age = 110|height = 3'3|weight = 30 lbs|hair = White|eyes = Blue}}
"What's her problem, she simple or something? She's kinda been staring for the entire evening now."
The drunk young man was mystified by the Deep Gnome, a rare sight on the surface indeed. Skyseeker from the Deep couldn't blame him, she could make little sense from the surface world. That it wasn't full of dark creatures that would try to eat and consume her was more than enough. But how does a girl go from monkish training in the Darklands to Surface dweller? It's a story that she keeps for herself, for it is one of pain.
==Description==
The most offputting aspect of the Skyseeker is that she looks like a doll, plain and simple, as a result of decades of underground living without any sun gracing her skin. She's also silent and tends to stend oddly still, people sometimes confusing her for a decoration as a result. This is not due to shyness, however: Deep Gnomes simply tend to learn to blend in, or to simply get eaten by a monster, or even worse, a Deep Dwarf. She also knows not to talk back at this point: people often assume that her kind are evil because they hail from the Darklands, but they couldn't be further from the truth.
All in all, Skyseeker is a simple girl with a simple wish: to thrive under the sky and stars.
==History==
Deep gnomes are a silent, stoic bunch. If one finds it hard to hold a good conversation with a dwarf, then staying with the Svirfneblin is downright awkward and unsatisfying. This is greatly due to the circumstances of the people, surrounded from all sides by dangerous predators that would ask for nothing more than a nibble of them. As a result, most Svirfneblin end up being strong warriors, though more out of necessity than by choice. Skyseeker's no exception: she was taught from her people to manipulate her surroundings and to attune herself to it to defend herself.
Her original name is long gone. So are her people. The tragedy with living with a silent society is how isolated they are when the monsters in the dark corner them. Duergars are not different, enslaving, killing and eating Svirneblin as if they were but chatel. All that she had after a truly horrendous raid was a tunnel to freedom and a dice to hold onto, a last memento from those she grew with.
Skyseeker was strongly attuned to the elements, both in body and in spirits, to the point where she even learned to become one with the wind. But where does the wind come from? The mythical surface and its currents. The Gnomes were taken to the Darklands, but are the Gnomes to eternally be slaves of it?
Now that the Skyseeker had nothing to lose, she made her own Quest for Sky of sorts, a journey for both the soul and body to stay away from the evil that could eat her at any moment. Somehow, she survived, and emerged onto the Island of Kortos. The sun was so bright and blinding, and yet felt reassuring on her skin, as if it was re-emrbacing a lost child. Gnomes are children of the First World after all, a world full of light and colors.
When asked about who she is, and why her skin is so grey, she handwaves it as the bleaching, the terrible condition that afflicts all Gnomes: seek new experiences, or die of boredom. Well, this new adventure certainly promises to delay the bleaching for an adequate period of time.
==Personality==
Though she may seem silent, simple, dim, this couldn't be further from the truth. Skyseeker is a wise girl that is intimidated by the strange world she ended up in, and its political intrigues that she finds match the Drows' in intensity at times. Like most gnomes, she's terrified of the Bleaching, and tries her best to stave it off. She believes her story mirrors and echoes Nivi Rhombodazzle in that regard, except that she sought for her freedom on the surface rather than by hiding deeper. She has a strong survival instinct, and won't let herself be stepped on as well. Friends are something she has a hard time making on the surface. Though rather trusting, others often find her stoic silence off-putting and uneasy. She staves off the loneliness by communing with nature and trying to keep exotic pets. Her current pet is a Giant Gecko named 'Fren', a Gnomish Undercommon word for companion.
[[Category:Characters]]
joegrj5wzdvymlyr02g03agxng2gcjx
847
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2019-12-12T01:17:20Z
Aryuananime
28960647
847
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{{ATCOS_Character_Infobox|title1 = Skyseeker from the Deep|image1 = Gnome dark.png|caption1 = "You've got nowhere to go but up from here on."|gender = Female|race = Svirfneblin Gnome|class = Druid
Monk|alignment = Lawful Neutral|deity = Nivi Rhombodazzle|age = 110|height = 3'3|weight = 30 lbs|hair = White|eyes = Blue}}
"What's her problem, she simple or something? She's kinda been staring for the entire evening now."
The drunk young man was mystified by the Deep Gnome, a rare sight on the surface indeed. Skyseeker from the Deep couldn't blame him, she could make little sense from the surface world. That it wasn't full of dark creatures that would try to eat and consume her was more than enough. But how does a girl go from monkish training in the Darklands to Surface dweller? It's a story that she keeps for herself, for it is one of pain.
==Description==
The most offputting aspect of the Skyseeker is that she looks like a doll, plain and simple, as a result of decades of underground living without any sun gracing her skin. She's also silent and tends to stend oddly still, people sometimes confusing her for a decoration as a result. This is not due to shyness, however: Deep Gnomes simply tend to learn to blend in, or to simply get eaten by a monster, or even worse, a Deep Dwarf. She also knows not to talk back at this point: people often assume that her kind are evil because they hail from the Darklands, but they couldn't be further from the truth.
All in all, Skyseeker is a simple girl with a simple wish: to thrive under the sky and stars.
==History==
Deep gnomes are a silent, stoic bunch. If one finds it hard to hold a good conversation with a dwarf, then staying with the Svirfneblin is downright awkward and unsatisfying. This is greatly due to the circumstances of the people, surrounded from all sides by dangerous predators that would ask for nothing more than a nibble of them. As a result, most Svirfneblin end up being strong warriors, though more out of necessity than by choice. Skyseeker's no exception: she was taught from her people to manipulate her surroundings and to attune herself to it to defend herself.
Her childhood was typical for one of her kind, except that she was so exceptionally full of potential that she'd manage to both ace her Drudic classes and Martial arts defense classes, when most of her kind usually settle for one or the other. For her, it was an extension of one and the other. Communing with nature means nothing if your body is not an extension of nature, she thought. She had a loving family: her mother would make her a warm bowl of beetles every day after her training, and her father taught her what she knows today about gemcutting, when he wasn't away trading goods to Drow settlements.
Her original name is long gone. So are her people. The tragedy with living with a silent society is how isolated they are when the monsters in the dark corner them. Duergars are not different, enslaving, killing and eating Svirneblin as if they were but chatel. All that she had after a truly horrendous raid was a tunnel to freedom and a dice to hold onto, a last memento from those she grew with.
Skyseeker was strongly attuned to the elements, both in body and in spirits, to the point where she even learned to become one with the wind. But where does the wind come from? The mythical surface and its currents. The Gnomes were taken to the Darklands, but are the Gnomes to eternally be slaves of it?
Now that the Skyseeker had nothing to lose, she made her own Quest for Sky of sorts, a journey for both the soul and body to stay away from the evil that could eat her at any moment. Somehow, she survived, and emerged onto the Island of Kortos. The sun was so bright and blinding, and yet felt reassuring on her skin, as if it was re-emrbacing a lost child. Gnomes are children of the First World after all, a world full of light and colors.
When asked about who she is, and why her skin is so grey, she handwaves it as the bleaching, the terrible condition that afflicts all Gnomes: seek new experiences, or die of boredom. Well, this new adventure certainly promises to delay the bleaching for an adequate period of time.
==Personality==
Though she may seem silent, simple, dim, this couldn't be further from the truth. Skyseeker is a wise girl that is intimidated by the strange world she ended up in, and its political intrigues that she finds match the Drows' in intensity at times. Like most gnomes, she's terrified of the Bleaching, and tries her best to stave it off. She believes her story mirrors and echoes Nivi Rhombodazzle in that regard, except that she sought for her freedom on the surface rather than by hiding deeper. She has a strong survival instinct, and won't let herself be stepped on as well. Friends are something she has a hard time making on the surface. Though rather trusting, others often find her stoic silence off-putting and uneasy. She staves off the loneliness by communing with nature and trying to keep exotic pets. Her current pet is a Giant Gecko named 'Fren', a Gnomish Undercommon word for companion.
== Relationships ==
Fren - a Giant Gecko she managed to befriend during her escape.
== Goals ==
Currently, Skyseeker simply hopes to adapt to surface living and become a part of this big great society.[[Category:Characters]]
0pcvefmac8jp01dgt6xoutomxbrobp1
Slushii Bitey-Bomb
0
196
344
2019-01-25T06:28:39Z
Hyper-HeartBeat
37943947
Hyper-HeartBeat moved page [[Slushii Bitey-Bomb]] to [[Embur Bitey-Bomb]]
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#REDIRECT [[Embur Bitey-Bomb]]
thmfrmfest3weuab8eiuzlyc5thr71u
Starsh Tinkatokk
0
684
1420
2020-06-12T19:09:13Z
Dookn1s
45971309
Initial Creation of Adata's Page, Info-box filled in
1420
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text/x-wiki
{{Infobox character}}This page is currently WIP.{{Asteron's_Infobox|played_by = Unis|full_name = Adata M. Sibley|titles = Scholar of the Stars, Astronomer, "That Weird Lady That Won't Leave Our Roof and Keeps Yelling About Getting 'THE RIGHT MEASUREMENTS DAMNIT'"|birthday = 6th of Neth|alignment = Lawful Neutral|class = Incanter // Hedgewitch Gestalt|deity = None|affiliations = None (Yet)|occupation = Astronomer|status = Alive|race = Aasimar (Perikin)|gender = Female|age = 53|height = 6'2"|weight = 190lbs|hair_color = Black|eye_color = Blue-Purple|image1 = adata.png|caption1 = Adata, Midway Through Transformation}}
== Appearance ==
== History ==
== Personality ==
== Goals ==
4xs46sbao5w2t5b8ifwugrs9rtt59ek
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2020-07-05T00:09:30Z
Dookn1s
45971309
Dookn1s moved page [[Adata M. Sibley]] to [[Starsh Tinkatokk]]: Adata M. Sibley, the character, has been deprecated. Remaking this page for Starsh Tinkatokk now.
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{{Infobox character}}This page is currently WIP.{{Asteron's_Infobox|played_by = Unis|full_name = Adata M. Sibley|titles = Scholar of the Stars, Astronomer, "That Weird Lady That Won't Leave Our Roof and Keeps Yelling About Getting 'THE RIGHT MEASUREMENTS DAMNIT'"|birthday = 6th of Neth|alignment = Lawful Neutral|class = Incanter // Hedgewitch Gestalt|deity = None|affiliations = None (Yet)|occupation = Astronomer|status = Alive|race = Aasimar (Perikin)|gender = Female|age = 53|height = 6'2"|weight = 190lbs|hair_color = Black|eye_color = Blue-Purple|image1 = adata.png|caption1 = Adata, Midway Through Transformation}}
== Appearance ==
== History ==
== Personality ==
== Goals ==
4xs46sbao5w2t5b8ifwugrs9rtt59ek
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2020-07-05T00:14:51Z
Dookn1s
45971309
Infobox update to proper character
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text/x-wiki
{{Asteron's_Infobox|played_by = Unis|full_name = Starsh Tinkatokk|titles = The Trash-Worker, The Mechanical Possum (Self-Titled)|birthday = 6th of Neth|alignment = Chaotic Good|class = Mad Scientist Technician / Blacksmith|deity = Torag|affiliations = None (Yet)|occupation = Blacksmith|status = Alive|race = Tiefling|gender = Male|age = 66|height = 6'0"|weight = 130lbs|hair_color = Desaturated Purple|eye_color = Gray-Blue|image1 = starsh.png|caption1 = Starsh's Standard Attire & Appearance}}
== Appearance ==
== History ==
== Personality ==
== Goals ==
kydkclfljtgz1lgfsma2cvm34nhadws
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2020-07-05T00:33:02Z
Dookn1s
45971309
Primary Appearance Documentation Added, History WIP
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{{Asteron's_Infobox|played_by = Unis|full_name = Starsh Tinkatokk|titles = The Trash-Worker, The Mechanical Possum (Self-Titled)|birthday = 6th of Neth|alignment = Chaotic Good|class = Mad Scientist Technician / Blacksmith|deity = Torag|affiliations = None (Yet)|occupation = Blacksmith|status = Alive|race = Tiefling|gender = Male|age = 66|height = 6'0"|weight = 130lbs|hair_color = Desaturated Purple|eye_color = Gray-Blue|image1 = starsh.png|caption1 = Starsh's Standard Attire & Appearance}}
== Appearance ==
Starsh appears to be a human of unusually lanky stature, standing at 6'0" but only weighing 130lbs. Off-color blue eyes, similar to those a baby has prior to developing a proper eye color, complement a heavily desaturated yet natural purple for his messy hair. The only demonic traits notable to Starsh is a prehensile tail, similar to a rat or possum's tail, that he can have sprout and assist him at times. Furthermore, Starsh may take this a step further, and fully transform into what appears to be a slightly oversized possum at will...which he uses at times to gather materials or act unnoticed in public areas.
Starsh often wears his suit even in casual situations, a set of cloth and studded leather mixed with dirty , mithral-based mechanical enhancements on his limbs and head. This suit was devised by him to assist with his dexterity in smithing and combat situations, while also granting some resistance to the fires of the forge thanks to some cooling systems integrated into it. Beyond this, all equipment on his person seems to be for the most part technological rather than magicak, sporting a heavily modified musket deemed the "Trash Cannon" oftentimes and slipping a subtle Mental Enhancement magic headband.
== History ==
Starsh was born to a Tiefling father and Human mother (Ortholo and Gloria Tinkatokk) in Almas, with genetics heavily favoring his mother to create his mostly mundane appearance. Starsh was in his early years acted relatively disillusioned but otherwise was a pleasant enough child according to those who knew him. He studied under his father for the most part, due to Ortholo being a relatively well-known smith in the city, and almost immediately Starsh began showing a notable affinity for crafting and working with metal...which was often the scraps from the projects his father was comissioned to make. This lead to Starsh becoming adept at working with re-used, battered, or otherwise less than optimal materials.
Starsh continued to apprentice under his father for quite some time before taking some time away to help his mother in the last few years of her life, as while Starsh possessed his mother's looks...he possessed his father's lifespan. After the passing of Gloria, he went back to work, now working alongside his father...before a corrupt auditor from the city condemned and barred his father's forge after Ortholo refused to capitulate to the auditor's attempts at extortion.
Afterwards, Starsh
== Personality ==
== Goals ==
6nzdm0vlf5seufqpv80o8dybrhze1w5
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2020-07-05T00:43:27Z
Dookn1s
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History and Personality completed.
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{{Asteron's_Infobox|played_by = Unis|full_name = Starsh Tinkatokk|titles = The Trash-Worker, The Mechanical Possum (Self-Titled)|birthday = 6th of Neth|alignment = Chaotic Good|class = Mad Scientist Technician / Blacksmith|deity = Torag|affiliations = None (Yet)|occupation = Blacksmith|status = Alive|race = Tiefling|gender = Male|age = 66|height = 6'0"|weight = 130lbs|hair_color = Desaturated Purple|eye_color = Gray-Blue|image1 = starsh.png|caption1 = Starsh's Standard Attire & Appearance}}
== Appearance ==
Starsh appears to be a human of unusually lanky stature, standing at 6'0" but only weighing 130lbs. Off-color blue eyes, similar to those a baby has prior to developing a proper eye color, complement a heavily desaturated yet natural purple for his messy hair. The only demonic traits notable to Starsh is a prehensile tail, similar to a rat or possum's tail, that he can have sprout and assist him at times. Furthermore, Starsh may take this a step further, and fully transform into what appears to be a slightly oversized possum at will...which he uses at times to gather materials or act unnoticed in public areas.
Starsh often wears his suit even in casual situations, a set of cloth and studded leather mixed with dirty , mithral-based mechanical enhancements on his limbs and head. This suit was devised by him to assist with his dexterity in smithing and combat situations, while also granting some resistance to the fires of the forge thanks to some cooling systems integrated into it. Beyond this, all equipment on his person seems to be for the most part technological rather than magicak, sporting a heavily modified musket deemed the "Trash Cannon" oftentimes and slipping a subtle Mental Enhancement magic headband.
== History ==
Starsh was born to a Tiefling father and Human mother (Ortholo and Gloria Tinkatokk) in Almas, with genetics heavily favoring his mother to create his mostly mundane appearance. Starsh was in his early years acted relatively disillusioned but otherwise was a pleasant enough child according to those who knew him. He studied under his father for the most part, due to Ortholo being a relatively well-known smith in the city, and almost immediately Starsh began showing a notable affinity for crafting and working with metal...which was often the scraps from the projects his father was comissioned to make. This lead to Starsh becoming adept at working with re-used, battered, or otherwise less than optimal materials.
Starsh continued to apprentice under his father for quite some time before taking some time away to help his mother in the last few years of her life, as while Starsh possessed his mother's looks...he possessed his father's lifespan. After the passing of Gloria Starsh went back to work, now alongside his father rather than beneath him. However, this only lasted a short time before a corrupt auditor from the city condemned and barred his father's forge after Ortholo refused to capitulate to the auditor's attempts at extortion, driving Ortholo to take a job at the local mines...which eventually took his life in a cave collapse.
With all remaining family now dead at the ripe age of 60, Starsh decided to leave the place that took his father's life and begin a new name for the Tinkatokks in a new land: Absalom. Sneaking aboard a boat with his transformative abilities, taking as much scrap and projects he could smuggle with him, Starsh stowed away and made it to Absalom...a whole new future ahead of him.
== Personality ==
Starsh's personality is one of disillusionment and eccentricities, looking upon true magic not as a wonderment but simply another tool to use...and often-times one that is less fitting than the might of steel and mechanical might. To Starsh, nearly all that matters is the progression of one's work, either through studying the ways of manipulating technology and magic alike in order to create and forge more effectively...or simply creating works that can serve his fellow folk. To waste material is to waste potential, and to perserve the worth of every spec of material and labor one must always work to re-use or recycle rather than simply let the work of his fellow man rot.
Furthermore, Starsh has a ''strong ''distaste towards figures of authority and law. Even before the corrupt that controlled the law drove his father to his grave, Starsh had little respect nor belief in the power of the law or the sanctity of those who enforced it...yet after, what respect that may have remained was quickly eroded away into hate and vitroil. In Starsh's eyes, every man who holds himself to the law as if it would fix problems forgets the edge cases or those purposefully hurt by the imbalances in those laws; No law nor order in the world could remain unbroken or uncorrupted in the hands of man or the divine alike, so to instead t help one's fellow man rather than rely on the powers above is the responsibility of every just man and woman alike.
== Goals ==
t6u8msigbjxnth4o9bpj451pcstwvbl
1458
1457
2020-07-05T01:55:29Z
Dookn1s
45971309
Finalized 1st Copy
1458
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{{Asteron's_Infobox|played_by = Unis|full_name = Starsh Tinkatokk|titles = The Trash-Worker, The Mechanical Possum (Self-Titled)|birthday = 6th of Neth|alignment = Chaotic Good|class = Mad Scientist Technician / Blacksmith|deity = Torag|affiliations = None (Yet)|occupation = Blacksmith|status = Alive|race = Tiefling|gender = Male|age = 66|height = 6'0"|weight = 130lbs|hair_color = Desaturated Purple|eye_color = Gray-Blue|image1 = starsh.png|caption1 = Starsh's Standard Attire & Appearance}}
== Appearance ==
Starsh appears to be a human of unusually lanky stature, standing at 6'0" but only weighing 130lbs. Off-color blue eyes, similar to those a baby has prior to developing a proper eye color, complement a heavily desaturated yet natural purple for his messy hair. The only demonic traits notable to Starsh is a prehensile tail, similar to a rat or possum's tail, that he can have sprout and assist him at times. Furthermore, Starsh may take this a step further, and fully transform into what appears to be a slightly oversized possum at will...which he uses at times to gather materials or act unnoticed in public areas.
Starsh often wears his suit even in casual situations, a set of cloth and studded leather mixed with dirty, mithral-based mechanical enhancements on his limbs and head. This suit was devised by him to assist with his dexterity in smithing and combat situations, while also granting some resistance to the fires of the forge thanks to some cooling systems integrated into it. Beyond this, all equipment on his person seems to be for the most part technological rather than magic, sporting a heavily modified musket deemed the "Trash Cannon" oftentimes and slipping a subtle Mental Enhancement magic headband.
== History ==
Starsh was born to a Tiefling father and Human mother (Ortholo and Gloria Tinkatokk) in Almas, with genetics heavily favoring his mother to create his mostly mundane appearance. Starsh was in his early years acted relatively disillusioned but otherwise was a pleasant enough child according to those who knew him. He studied under his father for the most part, due to Ortholo being a relatively well-known smith in the city, and almost immediately Starsh began showing a notable affinity for crafting and working with metal...which was often the scraps from the projects his father was commissioned to make. This lead to Starsh becoming adept at working with re-used, battered, or otherwise less than optimal materials.
Starsh continued to apprentice under his father for quite some time before taking some time away to help his mother in the last few years of her life, as while Starsh possessed his mother's looks...he possessed his father's lifespan. After the passing of Gloria Starsh went back to work, now alongside his father rather than beneath him. However, this only lasted a short time before a corrupt auditor from the city condemned and barred his father's forge after Ortholo refused to capitulate to the auditor's attempts at extortion, driving Ortholo to take a job at the local mines...which eventually took his life in a cave collapse.
With all remaining family now dead at the ripe age of 60, Starsh decided to leave the place that took his father's life and begin a new name for the Tinkatokks in a new land: Absalom. Sneaking aboard a boat with his transformative abilities, taking as much scrap and projects he could smuggle with him, Starsh stowed away and made it to Absalom...a whole new future ahead of him.
== Personality ==
Starsh's personality is one of disillusionment and eccentricities, looking upon true magic not as a wonderment but simply another tool to use...and often-times one that is less fitting than the might of steel and mechanical might. To Starsh, nearly all that matters is the progression of one's work, either through studying the ways of manipulating technology and magic alike in order to create and forge more effectively...or simply creating works that can serve his fellow folk. To waste material is to waste potential, and to preserve the worth of every spec of material and labor one must always work to re-use or recycle rather than simply let the work of his fellow man rot.
Furthermore, Starsh has a ''strong ''distaste towards figures of authority and law. Even before the corrupt that controlled the law drove his father to his grave, Starsh had little respect nor belief in the power of the law or the sanctity of those who enforced it...yet after, what respect that may have remained was quickly eroded away into hate and vitriol. In Starsh's eyes, every man who holds himself to the law as if it would fix problems forgets the edge cases or those purposefully hurt by the imbalances in those laws; No law nor order in the world could remain unbroken or uncorrupted in the hands of man or the divine alike, so to instead t help one's fellow man rather than rely on the powers above is the responsibility of every just man and woman alike.
== Goals ==
* Create a form of construct capable of taking the place of dangerous, often deadly jobs (Mining, Smelting of Ore, General Unskilled Labor, etc.) so that what happened to his father would never happen to anyone else.
* Create an independent society from that of Absalom or most of Golarion, governed not through law and class but mutual community and self-preservation.
* Perfect his craft of Blacksmithing, and create a masterpiece to make the Tinkatokk lineage proud.
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Stormdance
0
570
1163
2020-04-22T19:02:07Z
Aryuananime
28960647
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1163
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{{Infobox_character|name = Stormdance|image = Stormdance.png|relatives = Unnamed Halfling Father
Unnamed Shoanti Mother|affiliation = Pathfinder Society
Sklar-Quah|marital = Single|birthDate = 4695|birthPlace = Cinderlands, Varisia|species = Human (Halfling heritage)|gender = Male|height = 6'|weight = 130 lbs|eyes = Gold|imagecaption = "May the Sun ever gently caress your skin and burn your enemies to ashes."}}A Shoanti Warrior that has a harsh time adapting to the city life of Absalom. Through his work as a teacher in the Pathfinder Lodge of Absalom, he finds himself helping the community the best way he knows how: teaching young adventurers how to protect themselves and those they love.
== History ==
===<nowiki/>===
=== A story of Ashes ===
Though the Sklar-Quah are among the most insular and hostile tribe of the Shoanti of Varisia, certain exceptional oustiders can prove themselves worthy of being called kinsmen and join their ranks. Such is the case of Stormdance's father, a halfling merchant full of ambition and goodwill. He fell in love with the daughter of a Sun Priest, and soon came the birth of Stormdance in Flameford, the Sklar-Quah settlement in the Cinderlands.
From the youngest age, he was trained as an able warrior, joining the tribe on many hunts, even if his physical meekness was somewhat evident: he had inherited of his father's muscles in that department. Living a nomadic life, he learned survival in harsh conditions, braving the Ash storms and the creatures that lurked in the sands.
His unusual birth, halfling and humans rarely producing offsprings despite urban legends especially common in Cheliax, made him a son of two worlds, and he was an adept shapeshifter from a young age, able to assume a more Halfling-like shape or Human-like shape at will. As a result, his tribal tattoos are imbued with the spirit of freedom and wind, somewhat unusual for a Sklar-Quah but not unheard of.
Soon he would learn to master some basic Shoanti rituals to help him channel his magical prowess, and though they are rather limited in some aspects, he can use them to enhance his combat prowess with great effect. He was content being a warrior of the tribe, but his dreams kept calling to him, a nagging feeling that he had to expand his horizons.
Through his father's contacts, he managed to do just that, gaining his place among the students of the Pathfinder society.
=== Finding your path ===
The training of the Pathfinder Society can be a grueling process, especially for those of martial aptitudes. It was a twofold challenge for the Shoanti boy: getting used to the big city when he used to live in the desert, and merely surviving his practical exams, pitting him against the strangest creatures of the realm or other such situations. Not only that, but his rough, stoic side was a detriment when it came time to make friends. Though he has gradually became softer and gentler, in stressful situations he reverts to his warrior pride and can be unusually stubborn, to the risk of his own life at times.
Nonetheless, his training went relatively well, thanks to his discipline and dedication to the cause. His foreign practices caused him some issue, however: due to his ritualistic tradition and 'primitive' worship of the Gods (for a lack of a better word), Divine magic has the strange habit of causing havok around him, and as a result, he was never much popular among the Divine casters of the society. His graduation involved the clearing of a cave in Andoran that was recently taken over by demonic cultists, a task him and his allies managed to brilliantly succeed, earning him his Wayfinder.
=== Those who can, do, those who can't, teach ===
Yet Stormdance wasn't entirely satisfied by his graduation, as this meant he had nowhere to go from there on: Absalom was still strange and foreign to him, and the Sklar-Quah would likely not allow him back among them so easily, even if he is one of their own. A Venture-Captain quickly found a solution: let him stay in an appartment of the Lodge, and in exchange he could teach martial techniques to new prospect members of the Society. Stormdance accepted the proposal, as it allowed him to stay in a familiar environment while still giving him a chance to explore the world at large.
These days, the young man is often found in the foreign quarter, mingling with strangers as best (and awkwardly) as he can, looking for exotic ingredients for his spellcasting rituals.
== Other Information ==
=== Personality ===
Though he tries to come off as naturally and friendly as he can, he is not particularly shy about voicing his opinions or displeasure at a situation. He is a stoic man that enjoys getting straight to the point, intrigue and sarcasm are a bit of a foreign concept to him. He has his whims, but once he has given his word on a matter, it is a question of honor to see the matter through.
=== Physic ===
Tall and tanned, his body prominently features Shoanti runes and tattoos which aid him in empowering his spells. He lacks the sharp muscular definition of many Shoanti warrior, having gained instead the lean traits of his Halfling father. Unlike many Shoanti, who often are bald as a question of tradition, he also keeps surprisingly long hair. However, he is an adept Shifter, and is known to change his traits slightly over time for whatever reason.
=== Contacts ===
* The Pathfinder Society: Stormdance has earned his Wayfinder and is now teaching martial techniques to new prospects of the Society. He resides in an appartment of the Lodge.
* The Sklar-Quah: He has not cut all contacts with his homeland, and keeps in touch with them. Though he hardly sees himself returning to the Cinderlands any time soon, he is still a Sklar-Quah at heart.
[[Category:Characters]]
[[Category:Player Characters]]
m5k4xqvxynmyclkxkt4fgfosglmdkdn
1164
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2020-04-22T19:02:55Z
Aryuananime
28960647
Fixed a spelling mistake
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{{Infobox_character|name = Stormdance|image = Stormdance.png|relatives = Unnamed Halfling Father
Unnamed Shoanti Mother|affiliation = Pathfinder Society
Sklar-Quah|marital = Single|birthDate = 4695|birthPlace = Cinderlands, Varisia|species = Human (Halfling heritage)|gender = Male|height = 6'|weight = 130 lbs|eyes = Gold|imagecaption = "May the Sun ever gently caress your skin and burn your enemies to ashes."}}A Shoanti Warrior that has a harsh time adapting to the city life of Absalom. Through his work as a teacher in the Pathfinder Lodge of Absalom, he finds himself helping the community the best way he knows how: teaching young adventurers how to protect themselves and those they love.
== History ==
===<nowiki/>===
=== A story of Ashes ===
Though the Sklar-Quah are among the most insular and hostile tribe of the Shoanti of Varisia, certain exceptional oustiders can prove themselves worthy of being called kinsmen and join their ranks. Such is the case of Stormdance's father, a halfling merchant full of ambition and goodwill. He fell in love with the daughter of a Sun Priest, and soon came the birth of Stormdance in Flameford, the Sklar-Quah settlement in the Cinderlands.
From the youngest age, he was trained as an able warrior, joining the tribe on many hunts, even if his physical meekness was somewhat evident: he had inherited of his father's muscles in that department. Living a nomadic life, he learned survival in harsh conditions, braving the Ash storms and the creatures that lurked in the sands.
His unusual birth, halfling and humans rarely producing offsprings despite urban legends especially common in Cheliax, made him a son of two worlds, and he was an adept shapeshifter from a young age, able to assume a more Halfling-like shape or Human-like shape at will. As a result, his tribal tattoos are imbued with the spirit of freedom and wind, somewhat unusual for a Sklar-Quah but not unheard of.
Soon he would learn to master some basic Shoanti rituals to help him channel his magical prowess, and though they are rather limited in some aspects, he can use them to enhance his combat prowess with great effect. He was content being a warrior of the tribe, but his dreams kept calling to him, a nagging feeling that he had to expand his horizons.
Through his father's contacts, he managed to do just that, gaining his place among the students of the Pathfinder society.
=== Finding your path ===
The training of the Pathfinder Society can be a grueling process, especially for those of martial aptitudes. It was a twofold challenge for the Shoanti boy: getting used to the big city when he used to live in the desert, and merely surviving his practical exams, pitting him against the strangest creatures of the realm or other such situations. Not only that, but his rough, stoic side was a detriment when it came time to make friends. Though he has gradually became softer and gentler, in stressful situations he reverts to his warrior pride and can be unusually stubborn, to the risk of his own life at times.
Nonetheless, his training went relatively well, thanks to his discipline and dedication to the cause. His foreign practices caused him some issue, however: due to his ritualistic tradition and 'primitive' worship of the Gods (for a lack of a better word), Divine magic has the strange habit of causing havok around him, and as a result, he was never much popular among the Divine casters of the society. His graduation involved the clearing of a cave in Andoran that was recently taken over by demonic cultists, a task him and his allies managed to brilliantly succeed, earning him his Wayfinder.
=== Those who can, do, those who can't, teach ===
Yet Stormdance wasn't entirely satisfied by his graduation, as this meant he had nowhere to go from there on: Absalom was still strange and foreign to him, and the Sklar-Quah would likely not allow him back among them so easily, even if he is one of their own. A Venture-Captain quickly found a solution: let him stay in an appartment of the Lodge, and in exchange he could teach martial techniques to new prospect members of the Society. Stormdance accepted the proposal, as it allowed him to stay in a familiar environment while still giving him a chance to explore the world at large.
These days, the young man is often found in the foreign quarter, mingling with strangers as best (and awkwardly) as he can, looking for exotic ingredients for his spellcasting rituals.
== Other Information ==
=== Personality ===
Though he tries to come off as naturally and friendly as he can, he is not particularly shy about voicing his opinions or displeasure at a situation. He is a stoic man that enjoys getting straight to the point, intrigue and sarcasm are a bit of a foreign concept to him. He has his whims, but once he has given his word on a matter, it is a question of honor to see the matter through.
=== Physique ===
Tall and tanned, his body prominently features Shoanti runes and tattoos which aid him in empowering his spells. He lacks the sharp muscular definition of many Shoanti warrior, having gained instead the lean traits of his Halfling father. Unlike many Shoanti, who often are bald as a question of tradition, he also keeps surprisingly long hair. However, he is an adept Shifter, and is known to change his traits slightly over time for whatever reason.
=== Contacts ===
* The Pathfinder Society: Stormdance has earned his Wayfinder and is now teaching martial techniques to new prospects of the Society. He resides in an appartment of the Lodge.
* The Sklar-Quah: He has not cut all contacts with his homeland, and keeps in touch with them. Though he hardly sees himself returning to the Cinderlands any time soon, he is still a Sklar-Quah at heart.
[[Category:Characters]]
[[Category:Player Characters]]
ex5fl4y6dq84u08173t8mr3g8cfvc5b
Su
0
304
598
2019-07-23T02:32:24Z
Septembersister
40248364
Created page with "{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/..."
598
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that
harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is
open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied
with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood
and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a
dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pull Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of
the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings
of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian
Xia coast. On the islands of Minata its diversity dazzled her, creating pages
of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under
the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts
earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine
provincial sovereigns under the Jade Throne.
Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords
indirectly.
However, his fortitude was imperfect and when a large trade
of grain to the Jade Throne was botched by his anger among farmers resulting in
a burning of the yield – the samurai lost his master and any chances to free
his family. Stripped of his position, and sentenced to die for deep humiliation
of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery
races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia,
afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the
babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby
and fed him, others he walked off into the fields for hours leaving the baby to
scream, cry, and soil himself hopelessly. The neglect continued for several years,
a small Half-Elf child with features alien to the village, crawling and walking
around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of
suffocation. Spending his life on family and their debts, this child wasn’t
another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back
became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he
was the son of rape and the inheritor of features alien to their way of life
they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled
and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a
new era for the half-fay, one which sent him to a courtesan school where his Elf
charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless
instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones,
impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black
never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling,
nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation,
and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were
able, it was the spot which sent the coldest shivers up his spine. Out of
delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical
maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though
nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of
half-breeds coming to their continent. This of course was told to Su by his
peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity
to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired
with the master which preferred him most, Su utilized all his techniques in
calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their
alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
From the bed of a captain heading to Hisuikarasu harbor,
this was the brief time the Half-Elf walked in the lands of Kwanlai for the
Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them.
Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person.
Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very
different people developing a bond never broken by their hearts. After a year
among the Troop, Regina adopted Su by calling him her son for the first time.
And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next
adventure began, Su did not believe a mother and a brother would be something
he could have. At this point in his life the inner voice of restlessness was
quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with
lovely trinkets and clothes to wear. His brother gave him a wooden flute he
purchased from a market in Nidal. He was the jewel of the caravan, playing
music at great distance from crowds, helping Regina as he knew how. When he was
utilizing his music, it was the little time he was allowed outside of the
caravans and the most time he’d spend out of his own personal caravan.
This pattern continued for many years. His hair grew longer,
his lithe body grew a little more. In his own pace Su was growing up with
family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and
dilapidation once again from behind window view and this time without his
brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the
other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads
rattled when he shook them with deep sighs, pages flipped one by one as they
were read, silks fluffed when he rolled around. He was bored and directionless.
There was no strength he ever could have which could barge open the blocked
doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could
want to think about this. His reality was stagnant. One night Fimbur’s heavy
steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a
summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory.
While Fimbur was able to hurl far more sand with his thick feet and always
catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy
memory the gypsy eunuch would have of his brother. For Regina, it was the bold
hug the day they boarded their ships.
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable,
however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds
as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s
pull. They got to the beach when Su realized that some of the rubble had
stabbed through Regina’s leg. Her blood was a trail from the ocean to her
limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the
ring at the center of his palm.
A man named Aurelian Branas would take care of him.
Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in
The Narrows which proved favorable for everyone. Regina didn’t have the energy
to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter,
Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the
gurgling roars and muting screams. Running away a merchant who avoided their
fate by being late for his own departure had seen what occurred. Terrified
before the man could cower away Su begged for him to help, offering the money
Regina had.
With greed in his eyes, it was taken. Su cried the entire
night on ship, wondering if his life wasn’t meant to happen. He resigned
himself to living because Regina gave everything it to continue. He was sick,
vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all
the gold and leaving Su powerless in Absalom. That was, until Su negotiated
other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s
arena victories made good gossip. Su, in the same situation he had been years
ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su
hurriedly put his clothes back on and fled into the night…following the vague
directions heard to the man who owed his mother a favor and a very important
ring he dare not let go of.
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that
harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is
open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied
with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood
and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a
dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pull Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of
the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings
of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian
Xia coast. On the islands of Minata its diversity dazzled her, creating pages
of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under
the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts
earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine
provincial sovereigns under the Jade Throne.
Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords
indirectly.
However, his fortitude was imperfect and when a large trade
of grain to the Jade Throne was botched by his anger among farmers resulting in
a burning of the yield – the samurai lost his master and any chances to free
his family. Stripped of his position, and sentenced to die for deep humiliation
of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery
races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia,
afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the
babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby
and fed him, others he walked off into the fields for hours leaving the baby to
scream, cry, and soil himself hopelessly. The neglect continued for several years,
a small Half-Elf child with features alien to the village, crawling and walking
around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of
suffocation. Spending his life on family and their debts, this child wasn’t
another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back
became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he
was the son of rape and the inheritor of features alien to their way of life
they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled
and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a
new era for the half-fay, one which sent him to a courtesan school where his Elf
charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless
instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones,
impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black
never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling,
nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation,
and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were
able, it was the spot which sent the coldest shivers up his spine. Out of
delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical
maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired
with the master which preferred him most, Su utilized all his techniques in
calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor,
this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked
doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy
memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds
as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the
ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in
The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the
gurgling roars and muting screams. Running away a merchant who avoided their
fate by being late for his own departure had seen what occurred. Terrified
before the man could cower away Su begged for him to help, offering the money
Regina had.
With greed in his eyes, it was taken. Su cried the entire
night on ship, wondering if his life wasn’t meant to happen. He resigned
himself to living because Regina gave everything it to continue. He was sick,
vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all
the gold and leaving Su powerless in Absalom. That was, until Su negotiated
other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s
arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague
directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pull Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian Xia coast. On the islands of Minata its diversity dazzled her, creating pages of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine provincial sovereigns under the Jade Throne. Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords indirectly.
However, his fortitude was imperfect and when a large trade of grain to the Jade Throne was botched by his anger among farmers resulting in a burning of the yield – the samurai lost his master and any chances to free his family. Stripped of his position, and sentenced to die for deep humiliation of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia, afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby and fed him, others he walked off into the fields for hours leaving the baby to scream, cry, and soil himself hopelessly. The neglect continued for several years, a small Half-Elf child with features alien to the village, crawling and walking around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of suffocation. Spending his life on family and their debts, this child wasn’t another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he was the son of rape and the inheritor of features alien to their way of life they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a new era for the half-fay, one which sent him to a courtesan school where his Elf charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones, impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling, nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation, and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were able, it was the spot which sent the coldest shivers up his spine. Out of delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired with the master which preferred him most, Su utilized all his techniques in calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor, this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the gurgling roars and muting screams. Running away a merchant who avoided their fate by being late for his own departure had seen what occurred. Terrified before the man could cower away Su begged for him to help, offering the money Regina had.
With greed in his eyes, it was taken. Su cried the entire night on ship, wondering if his life wasn’t meant to happen. He resigned himself to living because Regina gave everything it to continue. He was sick, vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all the gold and leaving Su powerless in Absalom. That was, until Su negotiated other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
== Notable Individuals ==
=== <u>Ryuu</u> ===
[[File:Ryuu.jpg|thumb|222x222px|Ryuu, Su's biological father.]]
Former samurai of Miniata's political infighting, the Tian Xia swordsman has fled to the greater world of Golarion always on step ahead of his angry temper. Father of Su, the man has become painfully aware of Elf folk, resenting them and developing a weakness in his heart for Half-Elf children. He seeks to know what became of his son, dreading to know the truth and hating himself all the while.
===<nowiki/>===
=== Aerilaya Starsong ===
[[File:Starsong Aunt.jpg|thumb|259x259px]]
Serving the Amaranthine Council, Aerilaya has always been a staunch isolationist. Sister of Kierana Starsong, it was to her personal, yet foreseeable, tragedy that Kierana was struck down by the outside world. Worse yet Aerilaya watched her sister die shortly returning to the Mordant Spire, telling her of the son left behind.
Developing a fury for Humanity richer than what was taught to her, she spent years targeting The Veiled Lanterns with vengeance. Dismantling the political party by the warning her sister's assault and death, the youths lost the vigor to trust what was beyond their ocean view. A powerful wizard, she searches for her nephew utilizing the magic of the Gray Elves.
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2019-07-23T03:14:25Z
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/* Aerilaya Starsong */
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pull Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian Xia coast. On the islands of Minata its diversity dazzled her, creating pages of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine provincial sovereigns under the Jade Throne. Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords indirectly.
However, his fortitude was imperfect and when a large trade of grain to the Jade Throne was botched by his anger among farmers resulting in a burning of the yield – the samurai lost his master and any chances to free his family. Stripped of his position, and sentenced to die for deep humiliation of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia, afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby and fed him, others he walked off into the fields for hours leaving the baby to scream, cry, and soil himself hopelessly. The neglect continued for several years, a small Half-Elf child with features alien to the village, crawling and walking around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of suffocation. Spending his life on family and their debts, this child wasn’t another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he was the son of rape and the inheritor of features alien to their way of life they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a new era for the half-fay, one which sent him to a courtesan school where his Elf charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones, impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling, nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation, and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were able, it was the spot which sent the coldest shivers up his spine. Out of delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired with the master which preferred him most, Su utilized all his techniques in calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor, this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the gurgling roars and muting screams. Running away a merchant who avoided their fate by being late for his own departure had seen what occurred. Terrified before the man could cower away Su begged for him to help, offering the money Regina had.
With greed in his eyes, it was taken. Su cried the entire night on ship, wondering if his life wasn’t meant to happen. He resigned himself to living because Regina gave everything it to continue. He was sick, vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all the gold and leaving Su powerless in Absalom. That was, until Su negotiated other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
== Notable Individuals ==
=== <u>Ryuu</u> ===
[[File:Ryuu.jpg|thumb|222x222px|Ryuu, Su's biological father.]]
Former samurai of Miniata's political infighting, the Tian Xia swordsman has fled to the greater world of Golarion always on step ahead of his angry temper. Father of Su, the man has become painfully aware of Elf folk, resenting them and developing a weakness in his heart for Half-Elf children. He seeks to know what became of his son, dreading to know the truth and hating himself all the while.
===<nowiki/>===
=== <u>Aerilaya Starsong</u> ===
[[File:Starsong Aunt.jpg|thumb|259x259px]]
Serving the Amaranthine Council, Aerilaya has always been a staunch isolationist. Sister of Kierana Starsong, it was to her personal, yet foreseeable, tragedy that Kierana was struck down by the outside world. Worse yet Aerilaya watched her sister die shortly returning to the Mordant Spire, telling her of the son left behind.
Developing a fury for Humanity richer than what was taught to her, she spent years targeting The Veiled Lanterns with vengeance. Dismantling the political party by the warning her sister's assault and death, the youths lost the vigor to trust what was beyond their ocean view. A powerful wizard, she searches for her nephew utilizing the magic of the Gray Elves.
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pure Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian Xia coast. On the islands of Minata its diversity dazzled her, creating pages of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine provincial sovereigns under the Jade Throne. Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords indirectly.
However, his fortitude was imperfect and when a large trade of grain to the Jade Throne was botched by his anger among farmers resulting in a burning of the yield – the samurai lost his master and any chances to free his family. Stripped of his position, and sentenced to die for deep humiliation of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia, afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby and fed him, others he walked off into the fields for hours leaving the baby to scream, cry, and soil himself hopelessly. The neglect continued for several years, a small Half-Elf child with features alien to the village, crawling and walking around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of suffocation. Spending his life on family and their debts, this child wasn’t another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he was the son of rape and the inheritor of features alien to their way of life they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a new era for the half-fay, one which sent him to a courtesan school where his Elf charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones, impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling, nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation, and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were able, it was the spot which sent the coldest shivers up his spine. Out of delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired with the master which preferred him most, Su utilized all his techniques in calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor, this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the gurgling roars and muting screams. Running away a merchant who avoided their fate by being late for his own departure had seen what occurred. Terrified before the man could cower away Su begged for him to help, offering the money Regina had.
With greed in his eyes, it was taken. Su cried the entire night on ship, wondering if his life wasn’t meant to happen. He resigned himself to living because Regina gave everything it to continue. He was sick, vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all the gold and leaving Su powerless in Absalom. That was, until Su negotiated other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
== Notable Individuals ==
=== <u>Ryuu</u> ===
[[File:Ryuu.jpg|thumb|222x222px|Ryuu, Su's biological father.]]
Former samurai of Miniata's political infighting, the Tian Xia swordsman has fled to the greater world of Golarion always on step ahead of his angry temper. Father of Su, the man has become painfully aware of Elf folk, resenting them and developing a weakness in his heart for Half-Elf children. He seeks to know what became of his son, dreading to know the truth and hating himself all the while.
===<nowiki/>===
=== <u>Aerilaya Starsong</u> ===
[[File:Starsong Aunt.jpg|thumb|259x259px]]
Serving the Amaranthine Council, Aerilaya has always been a staunch isolationist. Sister of Kierana Starsong, it was to her personal, yet foreseeable, tragedy that Kierana was struck down by the outside world. Worse yet Aerilaya watched her sister die shortly returning to the Mordant Spire, telling her of the son left behind.
Developing a fury for Humanity richer than what was taught to her, she spent years targeting The Veiled Lanterns with vengeance. Dismantling the political party by the warning her sister's assault and death, the youths lost the vigor to trust what was beyond their ocean view. A powerful wizard, she searches for her nephew utilizing the magic of the Gray Elves.
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pure Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian Xia coast. On the islands of Minata its diversity dazzled her, creating pages of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine provincial sovereigns under the Jade Throne. Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords indirectly.
However, his fortitude was imperfect and when a large trade of grain to the Jade Throne was botched by his anger among farmers resulting in a burning of the yield – the samurai lost his master and any chances to free his family. Stripped of his position, and sentenced to die for deep humiliation of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia, afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby and fed him, others he walked off into the fields for hours leaving the baby to scream, cry, and soil himself hopelessly. The neglect continued for several years, a small Half-Elf child with features alien to the village, crawling and walking around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of suffocation. Spending his life on family and their debts, this child wasn’t another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he was the son of rape and the inheritor of features alien to their way of life they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a new era for the half-fay, one which sent him to a courtesan school where his Elf charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones, impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling, nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation, and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were able, it was the spot which sent the coldest shivers up his spine. Out of delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired with the master which preferred him most, Su utilized all his techniques in calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor, this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the gurgling roars and muting screams. Running away a merchant who avoided their fate by being late for his own departure had seen what occurred. Terrified before the man could cower away Su begged for him to help, offering the money Regina had.
With greed in his eyes, it was taken. Su cried the entire night on ship, wondering if his life wasn’t meant to happen. He resigned himself to living because Regina gave everything it to continue. He was sick, vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all the gold and leaving Su powerless in Absalom. That was, until Su negotiated other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
== Notable Individuals ==
=== <u>Ryuu</u> ===
[[File:Ryuu.jpg|thumb|222x222px|Ryuu, Su's biological father.]]
Former samurai of Miniata's political infighting, the Tian Xia swordsman has fled to the greater world of Golarion always on step ahead of his angry temper. Father of Su, the man has become painfully aware of Elf folk, resenting them and developing a weakness in his heart for Half-Elf children. He seeks to know what became of his son, dreading to know the truth and hating himself all the while.
===<nowiki/>===
=== <u>Aerilaya Starsong</u> ===
[[File:Starsong Aunt.jpg|thumb|259x259px|Aerilaya Starsong, Su's biological aunt.]]
Serving the Amaranthine Council, Aerilaya has always been a staunch isolationist. Sister of Kierana Starsong, it was to her personal, yet foreseeable, tragedy that Kierana was struck down by the outside world. Worse yet Aerilaya watched her sister die shortly returning to the Mordant Spire, telling her of the son left behind.
Developing a fury for Humanity richer than what was taught to her, she spent years targeting The Veiled Lanterns with vengeance. Dismantling the political party by the warning her sister's assault and death, the youths lost the vigor to trust what was beyond their ocean view. A powerful wizard, she searches for her nephew utilizing the magic of the Gray Elves.
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/* Aerilaya Starsong */
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{{ATCOS_Character_Infobox|title1 = Su|gender = Male, Eunuch|race = Spireborn (Half Mordant Spire Elf/Half-Tian Xia Human)|class = Bard (Lotus Geisha)|alignment = TN|deity = N/A|age = 23 (16 Half-Elven Bodily Age)|height = 4'8"|weight = 73lbs|hair = Platinum Blonde|eyes = Emerald|image1 = Su Profile.png}}
== Appearance ==
Su’s appearance upon eyes is beautiful and only strange when
it comes to the truth of who he is. A being of half-fae and have Tian Xia, his skin is almost as white as the moon but touched with a yellowish hue that harkens back to his Mordant Spire blood. The color of his ample hair is of a powdery white platinum, tied in coiled rows of braided hair neatly held to rest at the upper back of his head. Stray bangs distract from the orderly style, thin bits of hair falling past his diminutively pointed Half-Elven ears to his
waist.
Su’s face has been either blessed or cursed to be strange to any male charm, a feminine presentation unmistakably attractive: large round eyes of mint green, small lips wide and ripe, a small nose bridge to a soft yet dominate nose that centers his square and small visage he has been compelled to carry the beauty of the fae in a way that might seem unnatural to the human world.
Su’s 4’8’’ growing body is covered layers of garments of the caravan people: a short vest of mutable dark greens and browns, buttoned once
at the sternum, fastened by a brown sash belt above the belly button; orange
agate stones line diagonally with the outer skirt layering the gray garment in
jagged and decorative pieces of stone. The opening of the embellished skirt is open at the knees from the left, exposing a dark brown pair of cloth pants
loosely fitting his figure but cuffed at his ankles.
Black latchet shoes keep his feet warm, but they are dirtied with mud. His shoulders and arms are covered with a lengthy royal purple shawl
that spans from side to side of his body with the optional use of it as a hood and tassels of black feathers extend from the hemline.
His slender arms are lavishly covered in bracelets of jade,
silver, and cultural beads of his Tian Xia heritage. Su holds close to him a dark wooden flute that has an orange tied cloth around the end of the instrument. A Wasnhou courtesan is marked with a tattoo of a louts where her
most sensitive body part is. When colored in it indicates she has finished her education. For Su, they placed the tattoo behind his right ear, a marker of his education but it remains uncolored, the petals the tones of his flesh.
== Personality ==
Su, coming from a past of being punished racially and
personally has no pride in his genetic background. What it has led to, his unusual graces, has been baleful and yet his greatest means of connecting with
others. What he has been forced to be is who he knows himself, the eternal travel of his budding life helped him wizen more to the world and covet things they wandered past.
Left to be introspective, Su often falls back on the one
thing he knows he wants: a grounded home and unbreakable place of belonging. His charisma from his looks, and his social skills have rounded out by his exposure to the half-blooded caravan gives him ability to maintain conversation with many walks of life. For now, he is more comfortable around those of half-races but even the aversion to pure breed people bothers his acceptance of himself. It disrupts his ambitions of relating and bonding. His mindset and morality are
more flexible because of his condemning from a young age and because of his traveling years growing up. Morality is relative to where one is and who one is with. The lack of stability has left him little chance to be certain on
anything and frequently he lives one day at a time: no plans made ahead. And because of this impromptu life, Su finds no respect or agreeance with anyone who breaks their trust with others. Because of his upbringing Su will time to time ask questions or do small tricks to ‘test’ someone’s trustworthiness.
Cut off from manhood and becoming a man, Su does not see
himself either as a man or as a woman: something in between but something indescribable. If he’s led to think himself as a ‘wounded man’ it pulls his
strings of sanity and spirals him down to depression or even rage. And because
of his recent loss of his adoptive brother and mother, Su is prone to desperate acts to avoid loneliness or isolation.
Pure Blood Elves, particularly Gray Elves, fascinate him in a deep pull of nostalgia. But in his eyes they are not his kin. Due to growing up often locked in a caravan small spaces either provoke feelings of nostalgia
or unease depending on the circumstance.
== Backstory ==
Among the harrowing lights and ever vigilant Gray Elves of the Mordant Spire, a hot spark of promising change electrocuted the young. The Veiled Lanterns were idealists who saw past the isolated island to a world waiting to welcome them. In this group of remarkably pale race Kierana Starsong was certain there was a place for them all on Golarion. Ignoring the warnings of the Amaranthine Council Kierana became an adventurer, taking along with her a journal to prove to her people the possibility out of their oceanic view.
Traveling, Kierana’s first destinations were along the Tian Xia coast. On the islands of Minata its diversity dazzled her, creating pages of optimism. Though strange and new to the many races, she was only another
among their oddities and gained no ill from them. It was this seemingly blessed
experience in life which sucked Kierana deeper into Tian Xia.
On another part of the continent a young man served under the provincial rulership of Minata. Ryuu lived a life of paying off peasant debts earned by his family relocating after the previous civil war. His sword was
shamelessly used to bully and renegotiate the balance of power between the nine provincial sovereigns under the Jade Throne. Always feeling powerless despite the death he dealt, Ryuu couldn’t
outrun himself or his urge for freedom yet honor kept him to the heavy amount
needed to be paid off. Honor held him to his family, chaining him to his lords indirectly.
However, his fortitude was imperfect and when a large trade of grain to the Jade Throne was botched by his anger among farmers resulting in a burning of the yield – the samurai lost his master and any chances to free his family. Stripped of his position, and sentenced to die for deep humiliation of the providence leader, Ryuu took a small raft and fled.
Converging in the wetlands of Wanshou only Ryuu was prepared
for the region’s contempt for Humans, and the slavery which made the region exceptionally morbid. For Kierana the words in her pages corroded into
confusion and naive shock and soon they were her only company as the watery races of Boggards, and Kappas gave her no aid. Apathy in the face of her youth
and beauty, the Mordant Spire Elf managed to stumble into the same village the
outcast Ryuu did.
With raging devotion to Zhanagorr and his established power
structure, the Humans despised the foreign view of Ryuu and Kierana equally. Yet his face looked much like theirs, and hers, her hair, her ears, her manner
of speech were far more vile to the. And to Ryuu, finding the young lady with
round eyes sad and powerless saw a target for the red in his vision.
Rage exercised by lust released in the wet mud, bruising grips across Kierana’s wrists and ignored screams became the moment in which an
unusual Half-Elf was conceived. Life became a haze, the Gray Elf afraid to
leave the village now understanding she had traveled too deep into Tian Xia, afraid to stay because of the powerful sword fighter who took a part of her
she’d never have back. No one else cared.
They watched each other, Ryuu not capable of emoting
anything but violent rage or stern discontent. Kierana stared with betrayal and
terror. In the months of gestation, neither spoke to each other, yet both
lingered. When Kierana was in labor, at this point some of the villagers gave
her basic aid and Ryuu watched closely.
The samurai saw his son born into the world and his first
cries tugged at him a way nothing but family had. Kierana’s ears echoed the babies cries with the chorus of her own inner screams. Birth shattered her
spirit, and she abandoned the baby, taking her weak body and wandering off to
the wetlands against all the odds.
Ryuu was left with the bright haired child. No one wanted
him, Ryuu denied giving the son a name yet accepted the responsibility. The
Minatan’s efforts were halfhearted: some nights he slept close with the baby and fed him, others he walked off into the fields for hours leaving the baby to scream, cry, and soil himself hopelessly. The neglect continued for several years, a small Half-Elf child with features alien to the village, crawling and walking around with no purpose and intermittent interaction. Pity was the child’s only
blessing.
At the age of five, Ryuu was dominated by the feeling of suffocation. Spending his life on family and their debts, this child wasn’t another he wanted to pay – and so he fled. The baby was orphaned, his last view
of his father being one of his earliest memories. The turned, shrinking back became a nightmare which would play for years to come.
For now, he was alone and the elders took him. Knowing he was the son of rape and the inheritor of features alien to their way of life they as a council decided it would be best to end the possibility of the seed
to spread. Yet, a child had a fundamental innocence that could not be culled and it was the shield which lowered the knife from his heart, to his loins.
Castrating the five year old boy, his bloody thighs began a new era for the half-fay, one which sent him to a courtesan school where his Elf charm would service the highest priests and secular rulers of Zhanagorr. Namless, the elders gave the child
one to hold on to: Su.
The eunuch was introduced to the arts of pleasure, of
seduction, of cultured dance, song, and instrument. He was given relentless instruction by eager masters guiding him in serving them. He and young Wanshou
girls grew up with the heat of hands across their skin and silks draped across
their back from that day and years following. Though they blossomed sooner, Su’s petals were the sweetest. His fay bloodline graced his cheekbones, impressed upon him crystalline eyes never seen in the school, and silken hair
much like their own but wholly unique in its radiant color. The sea of black never drew attention as the platinum did. And that attention was also envy.
It did not matter he aged slower than they did, that he had
become the youngest of his generation of peers. He was the target of bulling, nothing which would endanger the beauty his teachers enjoyed, but always ensured
he knew this wasn’t home.
Su lived a world of lengthy studies, sexual exploitation, and high expectations. By ten years old Su was tattooed the mark behind his
right ear. Though a eunuch could not experience pleasure as the others were able, it was the spot which sent the coldest shivers up his spine. Out of delight or disgust Su was too naive to know and his educators saw no need to
differentiate.
Ostracization escalated to harm. Trips, pushes, thin cuts
with hair sticks, the girls’ envy and racism had grown with their physical maturity. Su began to grow paranoid, nights in which he slept alone he looked
out past wetlands to the moon, worried something fatal would occur. Though nothing else was known to him he urgently had to escape.
Rumors in the school spoke of a strange caravan of half-breeds coming to their continent. This of course was told to Su by his peers, mocking him as another freak among them. Their scoffs and jabs turning
into a self-fulfilling prophecy as the eunuch saw this as his one opportunity to find safety if he fled.
Aged twelve, Su executed his plan. The night he was paired with the master which preferred him most, Su utilized all his techniques in calculation to sedate the man in his sleep. In thin robes he slipped out of the
parameter, teasing the guards and throwing himself at them to dull their alertness. Making a path of pleasured men, Su fought against the tightness in
his chest and let himself be soiled as many times it took to get to the harbor.
[[File:Regina.png|thumb|275x275px|Regina, a Dwarven woman and leader of the mixed race caravan called Regina's Troop. Su's adoptive mother.]]
From the bed of a captain heading to Hisuikarasu harbor, this was the brief time the Half-Elf walked in the lands of Kwanlai for the Half-Race caravan known as Regina’s Troop was still docked. Dashing to them
desperately the soiled child was a beautiful and sad sight for all of them. Regina, a buxom and loud Dwarf woman fell in love the moment she saw Su and whisked
him into her protection.
He met Fimbur, the Dwarf-Half Orc who was Regina’s son. The
two were kept close the moment Su stepped out of the river clean – a new person. Regina guided her caravan of performers, seamstresses, and exotic cooks, away
from Kwanlai to the rest of Tian Xia’s docks. From there it moved across oceans
to a continent Su never heard of before: Avistan.
Except for the moon in the sky, everything else was
different. At least, that was what Su could see from the window of his caravan.
Regina never let him wander, in times of travel a thick wooden board sealed his
doors shut. Hours were spent by himself, but often he was with Fimbur, the
stout green skinned young man with a thick beard he could never get rid of. In
the rides across the icy, the sandy, the muddy, and then rainy they shared life
stories, read books to each other. Su sang him to sleep often, kept close to
him, felt safe.
In the rivers they bathed together and laughed, two very different people developing a bond never broken by their hearts. After a year among the Troop, Regina adopted Su by calling him her son for the first time. And Fimbur soon after spoke to him as his brother. The Half-Elf eunuch was
loved and while there was no room to explore or time to stop before the next adventure began, Su did not believe a mother and a brother would be something he could have. At this point in his life the inner voice of restlessness was quiet behind delighted weeping of belonging.
From one place to the next, his mother gifted him with lovely trinkets and clothes to wear. His brother gave him a wooden flute he purchased from a market in Nidal. He was the jewel of the caravan, playing music at great distance from crowds, helping Regina as he knew how. When he was utilizing his music, it was the little time he was allowed outside of the caravans and the most time he’d spend out of his own personal caravan.
[[File:Fimbur.jpg|thumb|220x220px|Biological Dwarven-Half Orc son of Regina. Su's adoptive brother. ]]
This pattern continued for many years. His hair grew longer,his lithe body grew a little more. In his own pace Su was growing up with family. He was twenty years of age when the caravan arrived Oppara. Lodged in the Narrows, Spireborn could observe the filth and dilapidation once again from behind window view and this time without his brother beside him. While Regina didn’t share, Su heard whispers through his
caravan bars that they were almost without money. The hardship was keeping the other Half-Races quiet.
Wax melted and ran onto the small wooden end table, beads rattled when he shook them with deep sighs, pages flipped one by one as they were read, silks fluffed when he rolled around. He was bored and directionless. There was no strength he ever could have which could barge open the blocked doors. Fimbur came in late, left early. Even as brothers all Fimbur would
reaffirm was he was not to worry about it.
Su was loved, it was undeniable, but why did this life with
happiness make him feel so miserable? The young beauty had all the time he could want to think about this. His reality was stagnant. One night Fimbur’s heavy steps into the caravan were more vigorous than usual and his toothy mouth was
molded into a grin. Their fortunes changed and their travels continued.
Shortly after celebrating his twenty third birthday, Su was
still very much an adolescent and his Dwarf-Half Orc brother a man. It was a summer day along the Andoran beach. The Troop was bound to leave Cyremium the
following week. This time kicking sand and playing tag was a precious memory. While Fimbur was able to hurl far more sand with his thick feet and always catch Su with every physical advantage, the joy was the shared play, the
laughter with the tinging sunlight hugging their flesh. It was the last happy memory the gypsy eunuch would have of his brother. For Regina, it was the bold hug the day they boarded their ships.
[[File:Su Full Body.png|thumb|334x334px|Su, growing up with the gypsy lifestyle under Regina's care.]]
Then, blood soaked churning ocean vortex. A caravan hosting
dozens of Golarion’s outcasts turned out to be a wonderful feast. A Charybdis
took their ships into a death spiral, to the narrowing, sinking trap of its
oceanic whirlpool. Against the gargantuan creature death was inevitable, however Fimbur with strong axes in grip had managed the amazing feat of a deep
cut into one of these carapace shelled tentacles. It delayed the end by seconds as another coiled around him and threw him into the rows of gnawing teeth.
Others drowned, died in the rubble of crushed ships, were
eaten alive. Regina, screaming in shock and dismay still managed to take Su and
run. Grabbing to a rope of a sail she threw them out of reach of the vortex’s pull. They got to the beach when Su realized that some of the rubble had stabbed through Regina’s leg. Her blood was a trail from the ocean to her limping person, fading out from the small waves.
Su couldn’t function past his grief, the exhausted mother
fumbled through her pouches. Grabbing his hand and putting the wet object in
hand the woman explained someone owed her a favor. His tears surrounded the ring at the center of his palm.
A man named Aurelian Branas would take care of him. Unbeknownst to Su, Regina and Fimbur had had a brief encounter with the man in The Narrows which proved favorable for everyone. Regina didn’t have the energy to explain, much of her body weight in blood soaking into the sand grains. Her
last advice was the rumor of Aurelian’s success in Absalom as an arena fighter, Su had to go there and it was near. She tossed him her sack of coins and a sad
smile before collapsing dead with soft impact.
Su looked to the monster who took everything he had, the gurgling roars and muting screams. Running away a merchant who avoided their fate by being late for his own departure had seen what occurred. Terrified before the man could cower away Su begged for him to help, offering the money Regina had.
With greed in his eyes, it was taken. Su cried the entire night on ship, wondering if his life wasn’t meant to happen. He resigned himself to living because Regina gave everything it to continue. He was sick, vomiting and holding dearly to the small trinkets he had left from his deceased
family.
The merchant was not inclined to help further, taking all the gold and leaving Su powerless in Absalom. That was, until Su negotiated other exchanges. It was the only skill that made men compliant other than
money. Taken to a bar, Su kept close as the man’s ornament and overhead him and
his friend speaking of Aurelian and his home within the massive city. The man’s arena victories made good gossip. Su, in the same situation he had been years ago but with heartache and love shattered swallowed down his misery to perform
a final act of liberation.
Among strewn sheets the merchant lay pacified, a disheveled Su hurriedly put his clothes back on and fled into the night…following the vague directions heard to the man who owed his mother a favor and a very important ring he dare not let go of.
== Notable Individuals ==
=== <u>Ryuu</u> ===
[[File:Ryuu.jpg|thumb|222x222px|Ryuu, Su's biological father.]]
Former samurai of Miniata's political infighting, the Tian Xia swordsman has fled to the greater world of Golarion always on step ahead of his angry temper. Father of Su, the man has become painfully aware of Elf folk, resenting them and developing a weakness in his heart for Half-Elf children. He seeks to know what became of his son, dreading to know the truth and hating himself all the while.
===<nowiki/>===
=== <u>Aerilaya Starsong</u> ===
[[File:Starsong Aunt.jpg|thumb|259x259px|Aerilaya Starsong, Su's biological aunt.]]
Serving the Amaranthine Council, Aerilaya has always been a staunch isolationist. Sister of Kierana Starsong, it was to her personal, yet foreseeable, tragedy that Kierana was struck down by the outside world. Worse yet Aerilaya watched her sister die shortly returning to the Mordant Spire, telling her of the son left behind.
Developing a fury for Humanity richer than what was taught to her, she spent years targeting The Veiled Lanterns with vengeance. Dismantling the political party by warning her sister's assault and death, the youths lost the vigor to trust what was beyond their ocean view. A powerful wizard, she searches for her nephew utilizing the magic of the Gray Elves.
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
''"My mother was a whore. My sire was a rapist drow noble, bitch. Yes I'm the bastard son of a whore, fuck off."''
[[File:L'Sul.jpg|left|thumb|275x275px]]
"''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|259x259px]]
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. Yes I'm the bastard son of a whore, fuck off."''
"''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Relationships ==
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. Yes I'm the bastard son of a whore, fuck off."''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Relationships ==
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. Yes I'm the bastard son of a whore, fuck off."''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Relationships ==
''"The fuck is this?"''
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. Yes I'm the bastard son of a whore, fuck off."''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Relationships ==
''"What the fuck is this?"''
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. So yes I'm the bastard son of a whore, fuck off.''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Personality- er, Goals? ==
''"I am the fucking sun shine obviously. I will get what I want, don't get in my way. Truth is I don't need you, and I won't hesitate to expend you if you're holding me back.''
''Other than that as long as I get my money I'm happy."''
== Relationships ==
''"What the fuck is this?"''
== Powers & Abilities ==
''So remember that blood bitch? Yea she tried to make sure I stayed on her leash. To be honest I still don't understand what she did, but I lifted this amulet for sorcerers from jinx shop. It had something to do with dragon's blood and drinking it could change a sorcerer. I knew it would piss that bitch off. By the time the shop owner found me she was pushing me on the boat between curses. Actual curses... Since I got to Absalom I've felt like shit and none of the alcohol or drugs here are worth a dam."''
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. So yes I'm the bastard son of a whore, fuck off.''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Personality- er, Goals? ==
''"I am the fucking sun shine obviously. I will get what I want, don't get in my way. Truth is I don't need you, and I won't hesitate to expend you if you're holding me back.''
''Other than that as long as I get my money I'm happy."''
== Relationships ==
''"What the fuck is this?"''
== Powers & Abilities ==
''So remember that blood bitch? Yea she tried to make sure I stayed on her leash. To be honest I still don't understand what she did, but I lifted this amulet for sorcerers from jinx shop. It had something to do with dragon's blood and drinking it could change a sorcerer. I knew it would piss that bitch off. By the time the shop owner found me she was pushing me on the boat between curses. Actual curses... Since I got to Absalom I've felt like shit and none of the alcohol or drugs here are worth a dam."''
[[Category:Player Characters]]
[[Category:Characters]]
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. So yes I'm the bastard son of a whore, fuck off.''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Personality- er, Goals? ==
''"I am the fucking sun shine obviously. I will get what I want, don't get in my way. Truth is I don't need you, and I won't hesitate to expend you if you're holding me back.''
''Other than that as long as I get my money I'm happy."''
== Relationships ==
''"What the fuck is this?"''
== Powers & Abilities ==
''So remember that blood bitch? Yea she tried to make sure I stayed on her leash. To be honest I still don't understand what she did, but I lifted this amulet for sorcerers from jinx shop. It had something to do with dragon's blood and drinking it could change a sorcerer. I knew it would piss that bitch off. By the time the shop owner found me she was pushing me on the boat between curses. Actual curses... Since I got to Absalom I've felt like shit and none of the alcohol or drugs here are worth a dam."''
[[File:T'Sul 3.jpg|centre|thumb|247x247px]]
[[Category:Player Characters]]
[[Category:Characters]]
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. So yes I'm the bastard son of a whore, fuck off.''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Personality- er, Goals? ==
''"I am the fucking sun shine obviously. I will get what I want, don't get in my way. Truth is I don't need you, and I won't hesitate to expend you if you're holding me back.''
''Other than that as long as I get my money I'm happy."''
== Relationships ==
''"What the fuck is this?"''
== Powers & Abilities ==
"''So remember that blood bitch? Yea she tried to make sure I stayed on her leash. To be honest I still don't understand what she did, but I lifted this amulet for sorcerers from jinx shop. It had something to do with dragon's blood and drinking it could change a sorcerer. I knew it would piss that bitch off. By the time the shop owner found me she was pushing me on the boat between curses. Actual curses... Since I got to Absalom I've felt like shit and none of the alcohol or drugs here are worth a dam."''
[[File:T'Sul 3.jpg|centre|thumb|247x247px]]
[[Category:Player Characters]]
[[Category:Characters]]
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{{Asteron's_Infobox|title1 = T'Sul (Sōl)|image1 = Untitled.png|caption1 = "Blood, I ache for the taste of blood..."|played_by = Asteron|birthday = Desnus 10th|alignment = Chaotic Evil|class = *Sorcerer
*Oracle|affiliations = *Vampiric Corruption
*Demonic Corruption|occupation = Black Market Dealer|race = Half-Elf|age = 21|height = 5'4|weight = 110|hair_color = White|eye_color = Red}}''"Don't touch my ears."''
''"I don't want your disgusting food, and I don't need your help."''
''"Your religion is fucking stupid."''
== History ==
[[File:L'Sul.jpg|left|thumb|275x275px]]''"My mother was a whore. My sire was a rapist drow noble, bitch. So yes I'm the bastard son of a whore, fuck off.''
''I was sold to some cultist when 'dear old dad' got tired of me. They used me for blood magic until whatever they conjured turned on them and left them sacks bone. Cue the second bitch in my life intent on taking her pound of flesh.''
''When she was done she put me on a ship and here I am in Absalom. Great story right? Inspirational and heartwarming."''
[[File:T'sul 2.jpg|thumb|212x212px]]
== Personality- er, Goals? ==
''"I am the fucking sun shine obviously. I will get what I want, don't get in my way. Truth is I don't need you, and I won't hesitate to expend you if you're holding me back.''
''Other than that as long as I get my money I'm happy."''
== Relationships ==
''"What the fuck is this?"''
== Powers & Abilities ==
"''So remember that blood bitch? Yea she tried to make sure I stayed on her leash. To be honest I still don't understand what she did, but I lifted this amulet for sorcerers from a jinx shop. It had something to do with dragon's blood and drinking it could change a sorcerer. I knew it would piss that bitch off. By the time the shop owner found me she was pushing me on the boat between curses. Actual curses... Since I got to Absalom I've felt like shit and none of the alcohol or drugs here are worth a dam."''
[[File:T'Sul 3.jpg|centre|thumb|247x247px]]
[[Category:Player Characters]]
[[Category:Characters]]
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Taealaa, The Storm Chained
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Blightfight
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WIP, figuring stuff out.
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Blightfight
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Oh god I have no clue what I'm doing.
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<gallery type="slider" orientation="bottom">
BdragoPaddy.jpg|Ballax, male and without wings
blue1447389575.whitewingedcrow_dragonborn.png|Ballax, Female, without wings
</gallery>
{{Infobox_character|name = Ballax|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue}}
dfjrvd73vl31dn5dn5lkqjj3y7y5pho
1508
1507
2020-08-15T03:33:32Z
Blightfight
45072675
1508
wikitext
text/x-wiki
{{Infobox_character|name = Ballax|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue}}
s27dz51b8zm8c4msfq7ukgjyb8o99ou
1509
1508
2020-08-15T03:42:13Z
Blightfight
45072675
Still feelin' this out. Progress I think!
1509
wikitext
text/x-wiki
{{Infobox_character|name = Ballax|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Ballax, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
4gwb5e82bn7aomwwi96ei0yesa9bgyb
1513
1509
2020-08-18T19:29:02Z
Blightfight
45072675
Buncha changes.
1513
wikitext
text/x-wiki
{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Vureem stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. Down the length of his back hangs four spiked chains from each shoulder blade, reaching down to his ankles and twitching every now and then to keep them out of the way. He carries himself upright, like a proud knight presenting himself before a king, although like a knight of tales past, he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Eight chains, four for each shoulder blade, hang down her back, like a mockery of angelic wings. She tends to have a slight smile to her face, and is ready to lend an ear and a hand, working with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Vureem.
'''<br>
'''Vureem is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Vureem was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Vureem was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Vureem”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Vureem kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Vureem learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Vureem began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Vureem volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Vureem, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Vureem when they're female.]]
'''<br>
'''Vureem is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Vureem, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== Dusk Roses: ==
The Dusk Roses are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Vureem is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
l72gl2uyr8mhd8u4dg0zdemmovaeieg
1514
1513
2020-08-18T19:29:30Z
Blightfight
45072675
Blightfight moved page [[Ballax, The Storm Chained]] to [[Vureem, The Storm Chained]]: Name change. Too many B names.
1514
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{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Vureem stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. Down the length of his back hangs four spiked chains from each shoulder blade, reaching down to his ankles and twitching every now and then to keep them out of the way. He carries himself upright, like a proud knight presenting himself before a king, although like a knight of tales past, he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Eight chains, four for each shoulder blade, hang down her back, like a mockery of angelic wings. She tends to have a slight smile to her face, and is ready to lend an ear and a hand, working with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Vureem.
'''<br>
'''Vureem is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Vureem was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Vureem was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Vureem”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Vureem kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Vureem learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Vureem began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Vureem volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Vureem, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Vureem when they're female.]]
'''<br>
'''Vureem is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Vureem, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== Dusk Roses: ==
The Dusk Roses are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Vureem is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
l72gl2uyr8mhd8u4dg0zdemmovaeieg
1516
1514
2020-08-18T19:31:36Z
Blightfight
45072675
/* Dusk Roses: */ Weird formatting glitches fixed maybe?
1516
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text/x-wiki
{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Vureem stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. Down the length of his back hangs four spiked chains from each shoulder blade, reaching down to his ankles and twitching every now and then to keep them out of the way. He carries himself upright, like a proud knight presenting himself before a king, although like a knight of tales past, he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Eight chains, four for each shoulder blade, hang down her back, like a mockery of angelic wings. She tends to have a slight smile to her face, and is ready to lend an ear and a hand, working with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Vureem.
'''<br>Vureem is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Vureem was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Vureem was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Vureem”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Vureem kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Vureem learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Vureem began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Vureem volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Vureem, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Vureem when they're female.]]
'''<br>Vureem is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Vureem, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Vureem is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
r1bturx7jag2ac21ykm6cvjfvil46sl
1517
1516
2020-08-18T19:32:24Z
Blightfight
45072675
1517
wikitext
text/x-wiki
{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Vureem stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. Down the length of his back hangs four spiked chains from each shoulder blade, reaching down to his ankles and twitching every now and then to keep them out of the way. He carries himself upright, like a proud knight presenting himself before a king, although like a knight of tales past, he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Eight chains, four for each shoulder blade, hang down her back, like a mockery of angelic wings. She tends to have a slight smile to her face, and is ready to lend an ear and a hand, working with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Vureem.
'''<br>'''Vureem is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Vureem was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Vureem was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Vureem”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Vureem kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Vureem learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Vureem began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Vureem volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Vureem, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Vureem when they're female.]]
'''<br>'''Vureem is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Vureem, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Vureem is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
lk4owdaspqzy7k4t7alcoqakjkcvatl
1518
1517
2020-08-18T21:43:28Z
Blightfight
45072675
/* PERSONALITY: */
1518
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text/x-wiki
{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Vureem stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. Down the length of his back hangs four spiked chains from each shoulder blade, reaching down to his ankles and twitching every now and then to keep them out of the way. He carries himself upright, like a proud knight presenting himself before a king, although like a knight of tales past, he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Eight chains, four for each shoulder blade, hang down her back, like a mockery of angelic wings. She tends to have a slight smile to her face, and is ready to lend an ear and a hand, working with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Vureem.
'''<br>'''Vureem is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Vureem was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Vureem was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Vureem”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Vureem kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Vureem learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Vureem began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Vureem volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Vureem, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Vureem when she's female.]]
'''<br>'''Vureem is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Vureem, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Vureem is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
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{{Infobox_character|name = Vureem|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Taealaa stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. On his back lies a pair of magnificent blue dragon wings, with what appears to be spiked chains stitched through the membranes. A thick, barbed tail swings behind him, moving to keep out of the way of anyone following him. He carries himself upright, like a proud knight presenting himself before a king, and like a knight of tales past he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Two great dragon wings, weaved through with spiked chains, lie on her back, a plain sign that she’s slightly more then a dragon, but slightly less, as well. She tends to have a slight smile to her face, and is ready to lend an ear and a hand to work with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Taealaa.
'''<br>'''Taealaa is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Taealaa was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Taealaa was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Taealaa”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Taealaa kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Taealaa learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Taealaa began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Taealaa volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Taealaa, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Taealaa when she's female.]]
'''<br>'''Taealaa is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Taealaa, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Taealaa is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
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2020-08-27T06:46:20Z
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{{Infobox_character|name = Taealaa|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Taealaa stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. On his back lies a pair of magnificent blue dragon wings, with what appears to be spiked chains stitched through the membranes. A thick, barbed tail swings behind him, moving to keep out of the way of anyone following him. He carries himself upright, like a proud knight presenting himself before a king, and like a knight of tales past he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Two great dragon wings, weaved through with spiked chains, lie on her back, a plain sign that she’s slightly more then a dragon, but slightly less, as well. She tends to have a slight smile to her face, and is ready to lend an ear and a hand to work with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Taealaa.
'''<br>'''Taealaa is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Taealaa was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Taealaa was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Taealaa”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Taealaa kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Taealaa learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Taealaa began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Taealaa volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Taealaa, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Taealaa when she's female.]]
'''<br>'''Taealaa is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Taealaa, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Taealaa is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
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{{Infobox_character|name = Taealaa|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 6'6"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira}}
== APPEARANCE: ==
When male, Taealaa stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. On his back lies a pair of magnificent blue dragon wings, with what appears to be spiked chains stitched through the membranes. A thick, barbed tail swings behind him, moving to keep out of the way of anyone following him. He carries himself upright, like a proud knight presenting himself before a king, and like a knight of tales past he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Two great dragon wings, weaved through with spiked chains, lie on her back, a plain sign that she’s slightly more then a dragon, but slightly less, as well. She tends to have a slight smile to her face, and is ready to lend an ear and a hand to work with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Taealaa.
'''<br>'''Taealaa is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Taealaa was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Taealaa was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Taealaa”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Taealaa kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Taealaa learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Taealaa began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Taealaa volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Taealaa, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Taealaa when she's female.]]
'''<br>'''Taealaa is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Taealaa, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Taealaa is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
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{{Infobox_character|name = Taealaa|aliases = The Chained Storm, The Strike at Midnight, The Dragon of the Dusk Rose|affiliation = The Dusk Roses|species = Half-Dragon Kytonspawn Tiefling|gender = Genderfluid|height = 7'7" - 7'4"|eyes = Electric Blue|image = BdragoPaddy.jpg|imagecaption = Vureem, Male.|birthDate = 5th of Rova, 4630|birthPlace = Bidiyah, Quadira|relatives = Zahazi - "Biological" father, Blue Dragon.
Nassim Alamad - Mother figure, deceased.|marital = Single}}
== APPEARANCE: ==
When male, Taealaa stands tall at a massive seven feet and seven inches, cutting an imposing figure. Wearing polished heavy plate armor with a gold rose emblazoned onto the front, one would think him a stuck up brute, were it not for his kind eyes and gentle affectation. He speaks in a deep, smooth bass. He moves with a smooth grace, the faint sounds of chains rattling accompanying every movement. On his back lies a pair of magnificent blue dragon wings, with what appears to be spiked chains stitched through the membranes. A thick, barbed tail swings behind him, moving to keep out of the way of anyone following him. He carries himself upright, like a proud knight presenting himself before a king, and like a knight of tales past he works for the good of those around him.
When female, she stands straight at a high six feet and six inches, striking a graceful figure. She wears well-kept heavy plate armor that shines in the sun, a gold rose proudly worked into the breastplate. Her build is svelte, yet strong, a feminine warrior. She speaks in a wispy voice that belies the storms she could call, although she carries herself proudly, like an oak that has weathered storms. Two great dragon wings, weaved through with spiked chains, lie on her back, a plain sign that she’s slightly more then a dragon, but slightly less, as well. She tends to have a slight smile to her face, and is ready to lend an ear and a hand to work with the people for a better tomorrow.
== HISTORY: ==
For ease of reading, the author will be using male pronouns for Taealaa.
'''<br>'''Taealaa is the son and daughter of Zahazi, a Blue Dragon who lays claim to an oasis cave in Kelesh. Like most other Blue Dragons, his power extends far past his lair; and in a bid to reestablish a controlling interest of a council in Quadira, consorted with Kytons, those fiends of pleasure and pain. Taealaa was created as part of the exchange of power between the dragon and the fiends, and was sent to be raised in a less obvious location by the Kytons and a few trusted minions. This never came to be; Adventurers discovered the group before it could lay deep roots, and Taealaa was taken as an egg. One of the adventures saw the capturing of the unhatched child as a sign to retire, and set up her own cult of Shelyn: The Dusk Roses. He was raised inside this cult to Shelyn, keeping the name that was given to him by his father: “Taealaa”. It meant hidden, underground, buried; a name fitting his father’s plans for him. Taealaa kept it, being taught throughout his life that beauty lied often in the darkest places, and that his name should be a reminder that even one such as him, tied to two dark forces, could emerge shining from the shadows.
[[File:ZahaziOasis.jpg|thumb|220x220px|An image of the entrance to Zahazi's Oasis cave]]
Taealaa learned magic and martial arts at the knee of his rescuer, and when she died of old age, continued to improve under the tutelage of whomever was resting that day, leading to a wide, but not deep knowledge of fighting styles. He learned of many different types of magic, but little magic sung to him as the way that mystical songs of storms and hurricanes did. He studied the words of many great poets, from the long, eloquent speeches of Cheliax to the poignant, short works of Tian samurai, and learned quickly the power of the spoken word. Poetry, combined with his nefarious bloodline and faith in the mission of Shelyn, gave him the ability to call storms and instill the power of the storm into others.
As Taealaa began rising through the ranks, the cult became too large for its town. The local government demanded disbandment or a reduction in numbers. Taealaa volunteered to be one of the chapter leaders that would take them to new lands; He was assigned to Absalom after speaking the correct words to the correct people. Pleased that he had gotten his choice of exodus, he picked the followers who were most loyal to him and left.
This is where we find Taealaa, sent with enough money to purchase a manor for the cult's use, and with the mission to begin spreading the grace of Shelyn through word and deed.
== PERSONALITY: ==
[[File:Blue1447389575.whitewingedcrow dragonborn.png|thumb|303x303px|An image of Taealaa when she's female.]]
'''<br>'''Taealaa is a proud half-dragon tiefling, who’s draconic heritage shines through in his ego. He tends to think highly of themselves, but don't allow this to stop him from praising others for their deeds. He views this as his holy mission: to redeem others though praising the good that they do, and urging them to commit more good deeds. He also appreciates the beauty in everyday things, from a butcher's skill with a knife to a librarian's orderly layouts. He has a passion for poetry, especially the Tian poetry of haiku, and will commonly go out if his way to experience such an art being performed.
== GOALS: ==
Taealaa, like all dragons, wishes to accumulate power. However, unlike most chromatic dragons, he wishes to have power for a purpose greater then his own gain: to expand the influence of his cult, and some day, accomplish the lofty goal of teaching the world to judge through action, not lineage. '''<br>
'''
== The Dusk Rose: ==
The Dusk Rose are a group established by the former hero Nassim Alamed, a well-traveled Cleric of Shelyn who had her hand in a few world-saving events; This garnered her enough funds and respect to start her own cult of Shelyn in her home town of Bidiyah near the border between Taldor and Qadira. Through her efforts, she grew a large following, blossoming the town to the point where it became an almost required stop for the rare merchants that ventured the land route to other countries, as well as a secret stop for escaped slaves to find a path to Taldor.
This growth did not go unnoticed by the local government. Hearing the rumbles of action being taken against them, the cult reduced their numbers voluntarily rather then risk open combat; Taealaa is to lead the number that was sent to Absalom, while other leaders took their own groups elsewhere, splitting the Dusk Rose to the winds with a large sum of money to each, to begin their teachings there.
bkdsq3di4subrlq83rz83dshnhx7a07
Tala Kemalu
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778
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2020-09-11T03:48:12Z
TheTrueDecamonos
46490323
Created page with "{{Infobox_character|name = Tala Kemalu|image = S763LTS-1-.png|relatives = Mei Kha, Ryoko Tabane|affiliation = Shadow Orchid School|marital = Single|birthDate = 23rd of Rova, 4..."
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{{Infobox_character|name = Tala Kemalu|image = S763LTS-1-.png|relatives = Mei Kha, Ryoko Tabane|affiliation = Shadow Orchid School|marital = Single|birthDate = 23rd of Rova, 4708 AR|birthPlace = Hon-La Province, Tian Xia|species = Human|gender = Male|height = 6' 4"|weight = 210 lbs.|eyes = Violet}}Tala Kemalu is a wandering monk from the Forest of Spirits and a practitioner of the Shadow Orchid Discipline.
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TheTrueDecamonos
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{{Infobox_character|name = Tala Kemalu|image = S763LTS-1-.png|relatives = Mei Kha, Ryoko Tabane|affiliation = Shadow Orchid School|marital = Single|birthDate = 23rd of Rova, 4708 AR|birthPlace = Hon-La Province, Tian Xia|species = Human|gender = Male|height = 6' 4"|weight = 210 lbs.|eyes = Violet}}Tala Kemalu is a wandering monk from the Forest of Spirits and a practitioner of the Shadow Orchid Discipline. Often seen in the Petals District performing for money, he regularly displays the myriad of magic at his disposal.
== History ==
=== Birth ===
=== Coming to the Shadow Orchid School ===
=== Learning the Shadow Orchid Discipline ===
=== Leaving Tian Xia ===
=== The Trip to Absalom ===
=== Arriving in Absalom ===
=== The Lionclaw Noble Family ===
== Powers ==
Tala's powers are often a mystery to everyone but his closest allies. On the surface he's been seen manipulating the elements, summoning creatures, an evoking immense whirlwinds.
In truth his powers come from the Plane of Shadow, and with it carry the uncanny ability to impose themselves upon and over top of reality, leaving something new, but not quite real, in its place.
=== List of Powers ===
* Creating illusionary projections
* Creating illusionary disguises
* Creating objects
* Creating creatures
* Altering existing creatures
* Manipulating the elements
* Energy projection
* Energy manipulation
* Matter manipulation
* Manipulation of the senses
* Telekinesis
* Control of Darkness
* Control of Light
* Necromancy
* Curse Magic
* Barrier projection
* Weather Control
== Allies ==
=== Ryoko Tabane ===
=== Mei Kha ===
=== Marilyn Coppersworth ===
== Enemies ==
=== The Lionclaw Family ===
==== James Lionclaw ====
==== John Lionclaw ====
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2020-09-12T03:16:31Z
TheTrueDecamonos
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/* Birth */
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{{Infobox_character|name = Tala Kemalu|image = S763LTS-1-.png|relatives = Mei Kha, Ryoko Tabane|affiliation = Shadow Orchid School|marital = Single|birthDate = 23rd of Rova, 4708 AR|birthPlace = Hon-La Province, Tian Xia|species = Human|gender = Male|height = 6' 4"|weight = 210 lbs.|eyes = Violet}}Tala Kemalu is a wandering monk from the Forest of Spirits and a practitioner of the Shadow Orchid Discipline. Often seen in the Petals District performing for money, he regularly displays the myriad of magic at his disposal.
== History ==
=== Birth ===
Born the 23rd of Rova, 4708 AR, in the Hon-La province of Tian Xia to a family of merchants he found himself the youngest of 3 brothers. While young he was often made fun of as the runt of the litter, and could frequently be seen trying to show his strength. At the tender age of 7 he realized his strength lay in misdirection, and tricks. When a local bully had begun attacking him and taking what meager earnings he could cobble together he found he could defeat this bully by fabricating small stories to his classmates about the bully eating horse manure in secret. At the age of 8 however, as if a message from fate, he would find himself in a precarious situation.
=== Coming to the Shadow Orchid School ===
When his father fell ill, and his mother needed to tend to his father, hard decisions were made, and it was decided that Tala would be sold to one of the traveling monks, seeking students for their school. Tala was able to choose which one and he chose the Shadow Orchid after the adherent monk had shown him a figment of himself, but stronger. The trip was fortunately not very hard on his young body but the change of scenery was dramatic. The biggest change was the abundance of strange spirits, fey, and forest creatures that dotted the landscape in the Forest of Spirits.
=== Learning the Shadow Orchid Discipline ===
Adherents of the Shadow Orchid Discipline must undergo preparation before they are truly ready to learn the mystic arts.
First, there is the destruction of self. In order to become a master of shadows you must know what it is to be a shadow of yourself. In order to accomplish this they put the trainees through grueling physical work, control their meals, and every other aspect of their lives. In this way they hope to break down anything that has come before.
Second, there is the binding seal, a magical glyph that is meant to keep the adherents bound to the material plane early into their training. This glyph is tattooed upon the disciple in a visible but personal place, marking them from each other.
Third, there is the cleansing. Understanding one's own self, their aura, and the reasons for it to be are important steps to controlling it. In this a ritual is performed in the river of the forest, where in all negative emotions and energy are drawn away from the person it is performed on, and the water shines with their aura to signify its completion.
As each disciple goes through this process they are given the opportunity to forge their own identity. Tala however, chose to bear his original name as his own.
While learning the discipline he grew into a fine young man and one of the most promising students there, able to weave shadows into his casting seemingly at will. As such a bright star he was often tasked with keeping watch on the heir of the Shadow Orchid, Ryoko Tabane. He would often fuss with her over smaller details, attempting to teach her what came to him so easily, but he never could.
=== Leaving Tian Xia ===
=== The Trip to Absalom ===
=== Arriving in Absalom ===
=== The Lionclaw Noble Family ===
== Powers ==
Tala's powers are often a mystery to everyone but his closest allies. On the surface he's been seen manipulating the elements, summoning creatures, an evoking immense whirlwinds.
In truth his powers come from the Plane of Shadow, and with it carry the uncanny ability to impose themselves upon and over top of reality, leaving something new, but not quite real, in its place.
=== List of Powers ===
* Creating illusionary projections
* Creating illusionary disguises
* Creating objects
* Creating creatures
* Altering existing creatures
* Manipulating the elements
* Energy projection
* Energy manipulation
* Matter manipulation
* Manipulation of the senses
* Telekinesis
* Control of Darkness
* Control of Light
* Necromancy
* Curse Magic
* Barrier projection
* Weather Control
== Allies ==
=== [[Ryoko Tabane]] ===
=== [[Mei Kha]] ===
=== Marilyn Coppersworth ===
== Enemies ==
=== The Lionclaw Family ===
==== James Lionclaw ====
==== John Lionclaw ====
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Talon
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659
1360
2020-06-02T08:16:43Z
Shadowtalon7
45974284
Created page with "==Appearance== {{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity ..."
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in read[[File:Raven_Form.jpg|thumb|Talon's Raven Form.]][[File:Maria.jpg|thumb|Maria]]ing and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple.
After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
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2020-06-02T08:22:48Z
Shadowtalon7
45974284
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.[[File:Raven_Form.jpg|thumb|Talon's Raven Form.]]With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Maria.jpg|thumb|Maria]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
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1362
1361
2020-06-02T08:23:31Z
Shadowtalon7
45974284
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text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.]]According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Maria.jpg|thumb|Maria]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
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1363
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2020-06-02T08:24:25Z
Shadowtalon7
45974284
1363
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.[[File:Raven_Form.jpg|thumb|Talon's Raven Form.]]Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Maria.jpg|thumb|Maria]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
i8b412olknzk26fnkdr3zao96q5adhk
1364
1363
2020-06-02T08:25:15Z
Shadowtalon7
45974284
1364
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
qhkkgv1iettmom6bpi4egnz8nl3okad
1365
1364
2020-06-02T08:26:00Z
Shadowtalon7
45974284
1365
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.|181x181px]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
mrykez47955fminnht1xupkefwo4xgv
1366
1365
2020-06-02T08:28:13Z
Shadowtalon7
45974284
1366
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.|178x178px|left]]After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
er3v9e0qt8r65il58s3ut5rotqctb75
1367
1366
2020-06-02T08:28:50Z
Shadowtalon7
45974284
1367
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.|178x178px]]
After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
4ruac61gldgtdv6luh2rmzofhk9rctc
1368
1367
2020-06-02T09:27:11Z
Shadowtalon7
45974284
1368
wikitext
text/x-wiki
==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.|178x178px]]
After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
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1369
1368
2020-06-03T07:26:37Z
Shadowtalon7
45974284
1369
wikitext
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==Appearance==
{{ATCOS_Character_Infobox|title1 = Talon|image1 = Raven_Armor.png|gender = Male|race = Human|class = Dread Crusader/Spiritualist|alignment = Neutral Good|deity = Pharasma|age = 23|height = 6'2|weight = 190|hair = Black|eyes = Blue}}Talon is seen in two different forms. In his human form, he is almost never seen outside of his armor, a suit of full plate covered in Ulfen designs and runes, with a distinctive helm evocative of a raven’s head, and a black cloak draped over it. Outside of that, his most notable feature is the large sword on his back, scrawled with Skald runes associated with spirits, life, and death. He constantly seems distracted, and he will sometimes turn his head to stare at seemingly nothing. The few times he has been seen without his helmet, observers have noted him to be an Ulfen man in his early 20’s, with unkempt black hair and blue eyes. He gives off an unnerving presence, partially due to the look of the armor, but also due to the frequent feeling that something else surrounds him.
His other form is that of a raven, which is generally indistinct to most observers, although those who have seen Talon frequently have learned to distinguish him from other birds. In this form he does exhibit unusual behavior compared to similar birds, showing great interest in people around him, while maintaining enough of the menace of his human form to be sometimes unnerving. Recently, he has been observed in a new form that combines the two, adding large wings and sharp talons to his armored humanoid form. In addition, Talon is frequently seen with his phantom, a ghostly knight by the name of Maria who appears to be wearing armor of Taldan manufacture.
==History==
Talon Kjellich was born to the family of a Thane in the Lands of the Linnorm Kings. As a child, Thane Kjell trained Talon in combat, in the hopes that he would gain a prominent place in an aspiring Linnorm King’s hunting party, increasing the political standing of him and his family. However, Talon came to view his father’s political machinations as pointless, and so the young Talon picked up an interest in reading and the wider world during his training, leading him to reject his father’s plans in favor of taking up scholarly pursuits.
With his mother’s assistance, he was sent off to a college in Taldor. There, Talon studied history and archeology, but only became more contemptuous of the nobility as he worked alongside them. As a result, he soon tired of Taldor, and after finishing his studies, he quickly took a job that sent him back to the Lands of the Linnorm Kings, from a Taldan noble looking for an artifact of great power in an ancient temple of Pharasma. After managing to open the temple, Talon and the excavation team were promptly trapped inside by a cave in. Having no option but to continue, the excavation team members were slain one by one by haunts, leaving Talon alone when he came upon the Raven Armor.
According to scriptures on the walls of the temple, Ravens were Ulfen warriors tasked by Pharasma with gathering lost souls and bringing them to her. A Raven’s power, however, came not from Pharasma herself, but from the spirits that became naturally attracted to them, which they could use to channel negative energy to harm their foes, or positive energy to heal their allies. Without a direct connection to Pharasma, Ravens were often less committed to her doctrine, and often consorted with non-malevolent spirits and undead in order to figure out what was keeping them on the material plane, and solve those issues, rather than outright slaying them.
Alone with the armor, he donned it in hopes that it would somehow protect him from the haunts in the temple. As soon as he finished putting it on, it activated, turning him into a new Raven. He instantly became a beacon for lost souls, drawing in the remaining haunts, along with the recently departed members of the excavation team. While the cacophony of voices left him in a dazed state, he managed to make out directions to a hidden passage which allowed him to escape the temple. [[File:Raven_Form.jpg|thumb|Talon's Raven Form.|178x178px]]
After exiting, he was still in a not fully conscious state, and the spirits began to lead him on a road towards Absalom. He journeyed all the way there in a disoriented state, without eating or drinking. Sometimes he would be attacked by bandits or wild animals, and the spirits surrounding Talon would lash out, siphoning off their life force and bringing it to him. After walking for miles straight each day, he would collapse to the ground and pass out, having dreams of soaring the night skies as a raven, after which he would wake up in another country closer to his destination. After passing out on the coast of Cheliax and another dream, he finally awoke in a gutter in the Puddles. In Absalom, still having little control over the spirits surrounding him, he felt a sudden connection to Taldor and the events that had happened a decade earlier. He quickly made his way to a library to study these events, and upon doing so felt this connection strengthen, until it formed into something tangible inside his mind. Eventually this guest began to speak to him, introducing itself as Maria.
==Goals==
[[File:Maria.jpg|thumb|Maria]]Talon has found that learning more about the circumstances in which the spirits surrounding him lived and died improves his connection to them, and therefore his power, and thus is often found studying in the libraries of Absalom. As Talon’s connection with these spirits improves, he finds himself trying to solve the problems they face to help them move on. This can involve anything from slaying murderers, to protecting loved ones. Maria is currently his biggest project, as he tries to help her to remember more of her past life to understand what she needs. He also strives to protect anyone in need, to prevent them from becoming another one of his “projects”. He prefers to work for the poorer residents of Absalom, and frequently chafes at having to perform jobs for the wealthier noble types that he came to hold in contempt earlier in his life.
[[Category:Characters]]
[[Category:Player Characters]]
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Tamhas Zamfir
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843
1767
2021-01-26T03:35:03Z
Springsight
35576760
Created page with "=='''Backstory'''== <br /> =='''Story So Far'''== <br /> =='''Appearance'''== <br /> =='''Personality''' == <br />"
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=='''Backstory'''==
<br />
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Springsight
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=='''Backstory'''==
<br />
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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2021-01-26T03:41:37Z
Springsight
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text/x-wiki
=='''Backstory'''==
<br />
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Springsight
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=='''Backstory'''==
<br />
=='''Story So Far'''==
<br />
=='''Appearance'''==
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=='''Personality''' ==
<br />
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Edulat
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=='''Backstory'''==
{{Asteron's_Infobox|title1 = Tamhas|played_by = springsight|titles = None yet|bitch = Yes|birthday = ?|alignment = homo|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = Noble|occupation = Calligraphist|status = Alive|race = vampire|gender = M|age = ?|height = 5'2|weight = ?|hair_color = Black|eye_color = idk|image1 = Tamhas.jpg}}]]
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Edulat
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{{Asteron's_Infobox|title1 = Tamhas|played_by = springsight|titles = None yet|bitch = Yes|birthday = ?|alignment = homo|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = Noble|occupation = Calligraphist|status = Alive|race = vampire|gender = M|age = ?|height = 5'2|weight = ?|hair_color = Black|eye_color = idk|image1 = Tamhas.jpg}}
=='''Backstory'''==
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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2021-01-26T14:15:13Z
Edulat
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{{Asteron's_Infobox|title1 = Tamhas|played_by = springsight|titles = None yet|bitch = Yes|birthday = ?|alignment = homo|class = ?|deity = None|affiliations = Noble|occupation = Calligraphist|status = Alive|race = vampire|gender = M|age = ?|height = 5'2|weight = ?|hair_color = Black|eye_color = idk|image1 = Tamhas.jpg}}
=='''Backstory'''==
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Springsight
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{{Asteron's_Infobox|title1 = Tamhas|played_by = springsight|titles = None yet|bitch = |birthday = 6/18|alignment = LE|class = Hekatonheires Symbiat / Spheres Blood Mage|deity = Lorcan|affiliations = Noble|occupation = |status = Alive|race = vampire|gender = M|age = 19|height = 5'3|weight = ?|hair_color = Red|eye_color = Red|image1 = Tamhas.jpg|caption1="Blood is power. Death is only the beginning."}}
=='''Backstory'''==
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Springsight
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{{Asteron's_Infobox|title1 = |played_by = springsight|titles = None yet|bitch = |birthday = 6/18|alignment = LE|class = Hekatonheires Symbiat / Spheres Blood Mage|deity = Lorcan|affiliations = Noble|occupation = |status = Alive|race = Tiefling|gender = M|age = 19|height = 5'3|weight = 122|hair_color = Red|eye_color = Red|image1 = Tamhas.jpg|caption1="Blood is power. Death is only the beginning."}}
=='''Backstory'''==
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
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Springsight
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/* Backstory */
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{{Asteron's_Infobox|title1 = |played_by = springsight|titles = None yet|bitch = |birthday = 6/18|alignment = LE|class = Hekatonheires Symbiat / Spheres Blood Mage|deity = Lorcan|affiliations = Noble|occupation = |status = Alive|race = Tiefling|gender = M|age = 19|height = 5'3|weight = 122|hair_color = Red|eye_color = Red|image1 = Tamhas.jpg|caption1="Blood is power. Death is only the beginning."}}
=='''Backstory'''==
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
=='''House Zamfir''' ==
<br />
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1778
1777
2021-01-26T15:25:06Z
Springsight
35576760
/* Backstory */
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{{Asteron's_Infobox|title1 = |played_by = springsight|titles = None yet|bitch = |birthday = 6/18|alignment = LE|class = Hekatonheires Symbiat / Spheres Blood Mage|deity = Lorcan|affiliations = Noble|occupation = |status = Alive|race = Tiefling|gender = M|age = 19|height = 5'3|weight = 122|hair_color = Red|eye_color = Red|image1 = Tamhas.jpg|caption1="Blood is power. Death is only the beginning."}}
=='''Backstory'''==
Tamhas Zamfir is reviled by many, and loved by few.
=='''Story So Far'''==
<br />
=='''Appearance'''==
<br />
=='''Personality''' ==
<br />
=='''House Zamfir''' ==
<br />
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1779
1778
2021-01-26T15:56:15Z
Springsight
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/* Backstory */
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{{Asteron's_Infobox|title1 = |played_by = springsight|titles = None yet|bitch = |birthday = 6/18|alignment = LE|class = Hekatonheires Symbiat / Spheres Blood Mage|deity = Lorcan|affiliations = Noble|occupation = |status = Alive|race = Tiefling|gender = M|age = 19|height = 5'3|weight = 122|hair_color = Red|eye_color = Red|image1 = Tamhas.jpg|caption1="Blood is power. Death is only the beginning."}}
=='''Backstory'''==
Tamhas Zamfir is reviled by many, and loved by few. Most of it is due to his family's reputation, but if his personal activities were proven to be more than rumors, he'd likely catch the attention of many figures in power. Having a rather lonely upbringing as a noble, his absent father and uncaring mother left him wanting for attention - so his considerable intellect was directed into magical study. What he found was...most interesting. After a fit of rage where he broke a vase, the young mage felt his power surge as blood dripped down his fingers, awakening an odd...hunger that he couldn't explain. Tamhas delved even further into his family's history, combing through historical records, legends, and accounts at the time, and found out the reason for his family's mysterious power which he thought was just a myth - the pact. His father finally noticed his growing arcane prowess, and encouraged he attend the Arcanamirium in Absalom to study further. With a considerable...donation to the university guaranteeing his attendance, Tamhas has currently taken up residence in Absalom, studying and improving his magic, and searching for more artifacts and pieces of his family's history.<br />
=='''Appearance'''==
Tamhas, like the rest of his family, is quite attractive. His red hair sparkles like freshly washed garnet, and his eyes burn like fire opals, and being rather flashy, he shows off his body by covering it in glistening golden jewlery and gems. Even the leggings he wears seem to have gold woven into the fibers, to the gloves he's wearing. <br />
=='''Personality''' ==
Tamhas is incredibly eloquent, and while somewhat eccentric and awkward, his intelligence serves him well in navigating many social situations. While not easy to provoke, when he is mad, it's best to clear out of his way, as he lashes out at anything and everything around him, bitter and cold. Otherwise, he's actually quite a respectful person - and even any nefarious actions he takes will always be performed with the utmost politeness and courtesy when possible.<br />
=='''House Zamfir''' ==
One of the eldest of a long line of noble houses hailing from Ustalav, House Zamfir is known for their members' considerable magical abilities - and rather more interesting tastes in cuisine, of the vampiric variety to be exact. House Zamfir has called these accusations "rumors" and "outrageous", but their family's powerful magic in reality stems from a blood pact made with Lorcan a thousand years ago, by a man lusting for power. The pactmaker, Niklas Zamfir, was cursed with vampirism in exchange, but his family's bloodline ran strong with magic - blood magic to be exact. Many in the family are powerful sorcerers, and others seem to gain strange benefits from using blood in their spells or...consuming it for sustenance. Their source of wealth is a collection of precious gem mines that yield quite a profit, and if you buy a wedding ring at a jewler's anywhere near Ustalav, chances are - it's a Zamfir diamond your wife is wearing.<br />
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The Abandoned Manor
0
463
930
2020-02-15T04:24:29Z
RunelordHades
35605102
Created page with "{{Asteron's_Infobox|title1 = The Abandoned Manor|caption1 = Located In Green Ridge}} == History == === The Knight Sentinels === Back in 4137, during Prince Haliad I's siege ..."
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{{Asteron's_Infobox|title1 = The Abandoned Manor|caption1 = Located In Green Ridge}}
== History ==
=== The Knight Sentinels ===
Back in 4137, during Prince Haliad I's siege on Absalom and its lands, secretly a mansion owned by a rather pompous noble was cleared out and all nobility was killed in order to make it a base of operation within the city.
During that time, five powerful wizards ripped apart space and time inside the cellar of the mansion and conjured a Hell Mouth leading directly to the armies of Hell itself.
Before the army could amass, Paladins of Aroden sieged the building and cleaved everything into pieces. Because they could not close the Hell Mouth without the use of five equally powerful wizards or clerics, the paladins fought tirelessly for a full fortnight - even driving the devils back through the Hell Mouth and into Hell itself.
Because of seven of these Paladins, who fought tirelessly in Hell, the Hell Mouth was finally closed. Though this trapped the seven Paladins in Hell, legends say that they still fight to this day, even without Aroden's godly assistance. They became known as the Knight Sentinels. Although this key victory was lost to time.
=== Current Year ===
After Cheliax's forces were finally driven back from Absalom, the building was left abandoned for 583 years, standing alone within Green Ridge.
The exterior grew more and more haggard. The large gardens growing weeded and untended. The yards becoming more akin to a jungle. And the Cold Iron fence that surrounded the property becoming rusted and nearly falling apart. And yet the building continued to stand, never torn apart by time or age.
There had been multiple rumors about how the place was haunted, or how it was secretly alive. Many people who have tried to enter and squat in the building never seemed to have come out. Even one Guardsman, who went in alone to try and quell the fears of the populace, was never seen again.
Because of the rumors and the absolute state of the hold, the city tried to sell it off over and over again to no avail. Until... Leo purchased it from the city.
== Description ==
TBD
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931
930
2020-02-15T04:31:14Z
RunelordHades
35605102
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wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = The Abandoned Manor|caption1 = Located In Green Ridge}}
== History ==
=== The Knight Sentinels ===
Back in 4137, during Prince Haliad I's siege on Absalom and its lands, secretly a mansion owned by a rather pompous noble was cleared out and all nobility was killed in order to make it a base of operation within the city.
During that time, five powerful wizards ripped apart space and time inside the cellar of the mansion and conjured a Hell Mouth leading directly to the armies of Hell itself.
Before the army could amass, Paladins of Aroden sieged the building and cleaved everything into pieces. Because they could not close the Hell Mouth without the use of five equally powerful wizards or clerics, the paladins fought tirelessly for a full fortnight - even driving the devils back through the Hell Mouth and into Hell itself.
Because of seven of these Paladins, who fought tirelessly in Hell, the Hell Mouth was finally closed. Though this trapped the seven Paladins in Hell, legends say that they still fight to this day, even without Aroden's godly assistance. They became known as the Knight Sentinels. Although this key victory was lost to time.
=== Current Year ===
After Cheliax's forces were finally driven back from Absalom, the building was left abandoned for 583 years, standing alone within Green Ridge.
The exterior grew more and more haggard. The large gardens growing weeded and untended. The yards becoming more akin to a jungle. And the Cold Iron fence that surrounded the property becoming rusted and nearly falling apart. And yet the building continued to stand, never torn apart by time or age.
There had been multiple rumors about how the place was haunted, or how it was secretly alive. Many people who have tried to enter and squat in the building never seemed to have come out. Even one Guardsman, who went in alone to try and quell the fears of the populace, was never seen again.
Because of the rumors and the absolute state of the hold, the city tried to sell it off over and over again to no avail. Until... Leo purchased it from the city.
Strangely enough, the Mansion came with its own Butler. A fact only discovered after multiple days of curiosity as to why the place was so clean and taken care of on the inside.
== Description ==
TBD
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The Cherry Imp
0
274
527
2019-06-20T11:24:24Z
EtherealVanity
39247988
Created page with "{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru Ava.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthP..."
527
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru Ava.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
== Goals ==
== Appearance ==
== Personality ==
== Relations ==
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528
527
2019-06-20T13:49:49Z
EtherealVanity
39247988
528
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru Ava.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on here no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Relations ==
''This list is incomplete; you can help by expanding it.''
ecuvbrzchxahv97rk1dwjw9oxsdb9qc
529
528
2019-06-20T14:06:42Z
EtherealVanity
39247988
529
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru Ava.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on here no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
''This list is incomplete; you can help by expanding it.''
otggvnn5e1qt2x5m441ynbxmvz782ua
531
529
2019-06-20T16:16:17Z
EtherealVanity
39247988
531
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru Ava.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
''This list is incomplete; you can help by expanding it.''
a7qomit3kbyvt8w3k51tw0ll9r3668b
536
531
2019-06-21T07:34:17Z
EtherealVanity
39247988
536
wikitext
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
''This list is incomplete; you can help by expanding it.''
cgjxoekumgjf5pni01veey8c3iz6ndy
537
536
2019-06-21T10:16:19Z
EtherealVanity
39247988
Added Lenah to Relations
537
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the fact Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
856yni64h9aikkfdlyjg7vl3hca03ub
538
537
2019-06-21T10:18:07Z
EtherealVanity
39247988
538
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the fact Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
e1bci07uflpvro3hy0ox0h81uz1ht4x
539
538
2019-06-21T10:19:44Z
EtherealVanity
39247988
539
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
tfmlq0aodkh02pycho0q8l2p080luf2
540
539
2019-06-21T11:22:03Z
EtherealVanity
39247988
540
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
ged5u1xlk5mkk0g57dy4t8mdymn49p2
541
540
2019-06-21T17:24:22Z
EtherealVanity
39247988
541
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
jz1d83yy7y859fy6hj5k3l2v12jt4cl
542
541
2019-06-22T06:35:17Z
EtherealVanity
39247988
542
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
6689k4abyyo9jhvum6zxc7lpc3sdsjd
543
542
2019-06-22T09:30:56Z
EtherealVanity
39247988
543
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends. Sharing an inn-room after they failed to get a separate one.
* 22nd of Sarenith, Starday. Visiting the library, she meets Jaci who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
iucpj6e4el97exd1erj5w9u5s87warz
544
543
2019-06-22T09:37:08Z
EtherealVanity
39247988
544
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends. Sharing an inn-room after they failed to get a separate one.
* 22nd of Sarenith, Starday. Visiting the library, she meets Jaci who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
tvs8wv5dpjoyewwgy769uu7nr4ptgve
545
544
2019-06-22T09:37:29Z
EtherealVanity
39247988
545
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets Lenah Tordon and the two become friends. Sharing an inn-room after they failed to get separate ones.
* 22nd of Sarenith, Starday. Visiting the library, she meets Jaci who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact.
== Relations ==
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
6lqce30pzhnxw0msnfnix825uj1j4tl
546
545
2019-06-22T15:23:21Z
EtherealVanity
39247988
Story in Absalom and Relations updated.
546
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* 20th of Sarenith, Oathday. Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* 21st of Sarenith, Fireday. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* 22nd of Sarenith, Starday. Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
cqunqsij8bhaq4c6fqb9bq3mdel9v4q
547
546
2019-06-23T19:46:01Z
EtherealVanity
39247988
547
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
2v9rf81tgzttnstvojqnqv6qgi2u6oc
548
547
2019-06-23T19:50:44Z
EtherealVanity
39247988
548
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted].
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
5i57ddizlfubg3cl055mdtc7upejf61
549
548
2019-06-23T20:49:34Z
EtherealVanity
39247988
549
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
''This list is incomplete; you can help by expanding it.''
4iz6tsotafjtlob7jbr24k2ugg063e6
550
549
2019-06-23T20:56:26Z
EtherealVanity
39247988
550
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf.
''This list is incomplete; you can help by expanding it.''
i2nkvdvz8lvaq843zmanqo8t0h1z8i0
551
550
2019-06-25T08:59:14Z
EtherealVanity
39247988
551
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
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552
551
2019-06-27T12:05:42Z
EtherealVanity
39247988
552
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man.
This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
t5zpahpqwf8fhd0zc6d564dg5vsulop
553
552
2019-06-27T12:17:17Z
EtherealVanity
39247988
553
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
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554
553
2019-06-27T12:23:07Z
EtherealVanity
39247988
554
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = None known|marital = Single|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry visits Robin Magic and Technology to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
156rd71mmop4lgkjqibhrkexcvz7k0k
573
554
2019-06-30T13:10:50Z
EtherealVanity
39247988
573
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion.
Cherry visits Robin Magic and Technology to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
as322eu71bqnxlaiotk5b6hjagws8jk
574
573
2019-06-30T13:15:29Z
EtherealVanity
39247988
574
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion. Cherry visits Robin Magic and Technology later in the day to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
* '''29th of Sarenith, Starday.''' Cherry Bombs - Alchemy & Munitions officially opens. Cherry makes use of her established customer base to run this new business and Scylla Aegis, her trusty mage assistant and now girlfriend moves in with her.
* '''30th of Sarenith, Sunday.''' Cheryr gets her second revolver the same upgrade as the first.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together.
''This list is incomplete; you can help by expanding it.''
93s8mcdao9yl65ft7d4ac9izm06fvco
575
574
2019-06-30T13:18:19Z
EtherealVanity
39247988
575
wikitext
text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion. Cherry visits Robin Magic and Technology later in the day to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
* '''29th of Sarenith, Starday.''' Cherry Bombs - Alchemy & Munitions officially opens. Cherry makes use of her established customer base to run this new business and Scylla Aegis, her trusty mage assistant and now girlfriend moves in with her.
* '''30th of Sarenith, Sunday.''' Cheryr gets her second revolver the same upgrade as the first.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short. The Imp was in for quite a shock when she was teleported to assist her with the trials that turned the elf into the Avatar of Isis-- and rewarded. She feels quite baffled at having made such a powerful friend and a bit curious of how someone so powerful can be so modest and bashful. Whichever way, it is a friend she is glad to have.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together. Only a few days passed before the two professed their feelings for one another as affections had grown even stronger. The two are now dating after agreeing to take it slow.
''This list is incomplete; you can help by expanding it.''
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581
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion. Cherry visits Robin Magic and Technology later in the day to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
* '''29th of Sarenith, Starday.''' Cherry Bombs - Alchemy & Munitions officially opens. Cherry makes use of her established customer base to run this new business and Scylla Aegis, her trusty mage assistant and now girlfriend moves in with her.
* '''30th of Sarenith, Sunday.''' Cherry gets her second revolver the same upgrade as the first. Later that day it was finally time to investigate the House together with Scylla. Arriving there they found Balthasar suspiciously sitting outside and waiting for something, giving it little mind they ventured inside only to find that the amount of [Redacted] was even higher than before. They were attacked by even stronger [Redacted] but managed to defeat those before finding a [Redacted] and venturing down. Having realized they entered [Redacted] Absalom, they also found Blackbook and through immense skill managed to retrieve the [Redacted] but had to retreat as things got really tired. It turned out that Balthasar was working for Blackbook all along and both are now confirmed and wanted fugitives. What's worse, it turns out that Shakir-- the student Cherry had previously saved has also gone missing and considering that Blackbook has control over the [Redacted] it was a victorious step forward and a small defeat all at once.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short. The Imp was in for quite a shock when she was teleported to assist her with the trials that turned the elf into the Avatar of Isis-- and rewarded. She feels quite baffled at having made such a powerful friend and a bit curious of how someone so powerful can be so modest and bashful. Whichever way, it is a friend she is glad to have.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together. Only a few days passed before the two professed their feelings for one another as affections had grown even stronger. The two are now dating after agreeing to take it slow.
''This list is incomplete; you can help by expanding it.''
cvj31nwzr4xar3a8e3nfgpw4u7ci9ws
582
581
2019-07-03T07:23:40Z
EtherealVanity
39247988
582
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text/x-wiki
{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru equipping v1.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion. Cherry visits Robin Magic and Technology later in the day to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
* '''29th of Sarenith, Starday.''' Cherry Bombs - Alchemy & Munitions officially opens. Cherry makes use of her established customer base to run this new business and Scylla Aegis, her trusty mage assistant and now girlfriend moves in with her.
* '''30th of Sarenith, Sunday.''' Cherry gets her second revolver the same upgrade as the first. Later that day it was finally time to investigate the House together with Scylla. Arriving there they found Balthasar suspiciously sitting outside and waiting for something, giving it little mind they ventured inside only to find that the amount of [Redacted] was even higher than before. They were attacked by even stronger [Redacted] but managed to defeat those before finding a [Redacted] and venturing down. Having realized they entered [Redacted] Absalom, they also found Blackbook and through immense skill managed to retrieve the [Redacted] but had to retreat as things got very dire. It turned out that Balthasar was working for Blackbook all along and both are now confirmed and wanted fugitives. What's worse, it turns out that Shakir-- the student Cherry had previously saved has also gone missing and considering that Blackbook has control over the [Redacted] it was a victorious step forward and a small defeat all at once.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short. The Imp was in for quite a shock when she was teleported to assist her with the trials that turned the elf into the Avatar of Isis-- and rewarded. She feels quite baffled at having made such a powerful friend and a bit curious of how someone so powerful can be so modest and bashful. Whichever way, it is a friend she is glad to have.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together. Only a few days passed before the two professed their feelings for one another as affections had grown even stronger. The two are now dating after agreeing to take it slow.
''This list is incomplete; you can help by expanding it.''
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{{Infobox_character|name = Yīngtáo Xiáoguǐ|image = Meru gear.png|aliases = aka. The Cherry Imp|affiliation = Arcanamirium, The Temple of Isis|marital = Dating|birthDate = 21st of Lamashan|birthPlace = Chu Ye|species = Tiefling|gender = Female|height = 4'0"|weight = 29 lbs.|eyes = Amber, glowing}}
== History ==
Chu Ye, a shogunate in the distant continent of Tian Xia. One ruled by the native shapeshifting outsiders, known for their wickedness and cruelty. Operating mostly from the shadows, the entire shogunate is under their control and everyone else within it are naught but slaves or agents of their nefarious will. The oni believe that all of mortal kind isn’t appreciating the pleasures of life enough and so they seek to punish all those undeserving or rule them as masters.
Since they are bound by Laws of Golden Perfection, a set of divine rules all kami adhere to, they can not meddle directly and so often employ non-oni agents. Sometimes however, these agents are put to other kind of uses and one of such resulted in the strange tiefling that was neither of impish devil-blood nor of the master’s oni blood but something in between.
A freak of nature, even more so among the freaks of nature tieflings already are. Little attention was paid to the shortstack that would be known affectionately as Yīngtáo (Cherry) or derisively by others as Xiáoguǐ which could mean anything from imp to brat. That little attention became a whole lot more when she proved a genius level aptitude to learning anything she picked up. They had found a new future agent.
She was subsequently educated properly and often with the risk of punishment for failure to reach excellence or better. This shaped her to be a quite meticulous person but also one insatiable for the many aspects of life; including good food, drink and pleasure. After all, if you served the masters properly you were rewarded equally.
Among these skills were the use of guns as unbeknownst to her, she would one day be sent to infiltrate the great city of Absalom. She wouldn’t be the first to be sent there and neither the last, but her aptitude as a spy and infiltrator was deemed appropriate. Additionally, her very soul was imprinted with a mark that would make her more susceptible to divination magic and so it was a lot easier to scry on her no matter where she’d be in the world.
Alchemy was another valuable skill that would allow her to craft many beneficial or otherwise useful things to aid in her mission in Absalom. The last one imparted was that of charm, what good infiltrator didn’t know how to talk their way into someone’s good graces after all? When she reached 22 of age, she was finally set on a course towards the center of the world and it would take her a whole year to arrive. At which point she had taken on the nickname of The Cherry Imp in a small token display of pride of how she had overcome the challenges of her life so far.
Her mission was simple; establish yourself within the city. Gain a good and trustworthy reputation and await further orders from the contacts already present. When it was time, she would be told what to do next.
== Goals ==
* Establish herself within Absalom
* Await the Masters further orders
* Open her own alchemy shop and research new ammunition types
* Make real friends, the luxury she could never afford back home
== Appearance ==
The Cherry Imp is a charming little short-stack at 4’0” with curvy figure and much like her name suggest; a beautifully cherry skin tone. Her striped horns that merge out of her forehead betray the mix of oni and possibly imp blood. Her face has a beauty mark under her left eye and plenty of freckles. Her pupils are amber in their core and glowing, surrounded by a crimson ring.
Pointy ears and a slender, youthful face mixed with a mischievous quirk of her small lips truly lives up to the Imp portion of her nickname. Her pear-shaped body sports thick thighs and hips, a slender waist and a generous bosom at least for her size. An energetic spaded tail tends to swish about behind her with a tendency to poke or prod at things, betraying its prehensile nature as it sometimes even grabs them
== Notable equipment ==
* A '''small revolver''' she calls Yì, as per the Tian Xia philosophy of righteousness and justice. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A second '''small revolver''' she calls Rén, as per the Tian Xia philosophy of benevolence and humanness. The revolver now features a railgun upgrade and is enchanted to the first tier. It also has a white ankh of Isis on the handle to remind of her assistance to Jaci, conferring a divine bonus to her attacks and accuracy.
* A '''small kukri''' she keeps as a backup or close quarters weapon, reportedly as an emergency tool to cut herself out of the belly of the too many things that could swallow her whole.
* A Chu Ye style '''fox mask''' she only wears when out doing shady things or adventuring, one she hopes to enchant to hide her presence better at some point.
== Personality ==
Charming most of the time and playful at others, there are moments where her mischievous nature really comes to the surface as things might go missing or somebody else’s possessions end up in your pocket. Despite of this, she tends to go for harmless pranks and will admit if caught in the act.
She tries to be a pleasant person to be around and is not shy to chat with anyone that would approach her. There are times where her oni blood may shine as well that results in lighter sadism and bullying of others, but that tends to only happen with those who ask for it or deserve it.
All in all, she tries to live without pretense with the exception of keeping her secret mission just that; a secret. The loneliness she feels from her years of training and lack of childhood tends to manifest on overt friendliness and quite the sugar-tooth.
== Story in Absalom ==
* '''20th of Sarenith, Oathday.''' Having arrived at last, she quickly set to making herself some gold and then spent most of it on basic equipment and the famous advanced firearms that can be bought here. She named her new revolver Yi as per the philosophy of Justice and Righteousness.
* '''21st of Sarenith, Fireday'''. Cherry meets '''Lenah Tordon''' and the two become friends. Sharing an inn-room after they failed to get separate ones. Cherry encouraged the warrior to take as good care of herself as she does her weapons, agreeing to instruct her on the proper ways of doing this.
* '''22nd of Sarenith, Starday.''' Visiting the library, she meets '''Jaci''' who offers her to take down a few animated books in exchange for a reward and help with finding the right books on politics that Cherry sought. Learning about Beldrin's Bluff that was raised by a wild magic surge from the bottom of the sea after someone destroyed an artifact. Cherry also met '''Avalian''', whom she spoke with at length as they both skipped stones at the docks. One using the tail and the other; magic.
* '''23rd of Sarenith, Sunday.''' Taking on a contract from the Arcanamirium, she set out to find the missing professor Blackbook. Only it turned out that he wasn't missing but hiding, never mind plotting the end of Absalom with the help of some [Redacted] pertaining to conjuration and [Redacted] magic. After successfully reporting back, she was officially signed on as the investigator under [Redacted] and contractually obliged to secrecy. She also picked up a sidekick; a cute and short elf by the name of Aegis Scylla who would assist her in getting to the bottom of Blackbook's plans. During this, she had also saved some kind of abomination that she brought to the Academy. A student under Blackbook by the name of [Redacted]. This is also the day Cherry hired contractors to build her alchemy shop with living quarters in East Gate.
* '''24th of Sarenith, Moonday. '''Meeting up with Scylla as planned, they were both surprised when Mrs. Velcroft was missing from her office. Instead they met the pale and raven-haired man of a very sleep-deprived physique that introduced simply as Balthasar. Scylla had expressed an unwillingness to accept his offer for help due to his reputation of being 'weird with a capital W'. Despite of this, they had nothing better to do and so they traveled to his classroom where some kind of slime explosion had occurred. It turned out these were acidic and some even alive, set on devouring anything in sight. After a short battle with a few close calls Cherry and Scylla stood victorious and Balthasar expressed his surprise with said victory, rewarding them and slyly grinning as he admitted to assessing them. Cherry had a feeling this wasn't the last they'd see of the strange man. -- This was followed by a trip to a local and cozy bar in the Merchant's district where Cherry and Scylla professed as to their feelings for each other. Agreeing on taking things slow and that they were officially a pair. Smitten and happy, they spoke of their potential future together and parted their ways all the more joyous for things to come.
* '''25th of Sarenith, Toilday. '''Cherry was whisked away with magic to help Jaci with a trail, culminating in that the elf became the Avatar of Isis, Herald to her will and the keeper of the new temple of Isis that resides within Absalom. As the Imp had been seen at the ceremony and adorned in appropriate clothes, her association was forever cemented especially after she introduced to the ruler of Osirion. Cherry visits Robin Magic and Technology later in the day to pay for a revolver upgrade. One to make her firearm magical but also make it gunpowderless. The Imp had no idea what this would imply but trusted the craftsman to do good work.
* '''26th of Sarenith, Wealday. '''The Imp picks up her now new Railrevolver, trying it out in the shop and finding herself quite impressed at this new firearm of hers. During the evening, she proceeded to tinker with it in hopes of better understanding the technology when a mishap sent her 25 ft. away from where she stood in the blink of an eye. Too close to the wall. With more caution, she experimented on and discovered a new magical ability that allowed her to do this at will -- with the caveat that she had to be holding something that conducted electricity. A small price to pay for near-instant teleportation.
* '''29th of Sarenith, Starday.''' Cherry Bombs - Alchemy & Munitions officially opens. Cherry makes use of her established customer base to run this new business and Scylla Aegis, her trusty mage assistant and now girlfriend moves in with her.
* '''30th of Sarenith, Sunday.''' Cherry gets her second revolver the same upgrade as the first. Later that day it was finally time to investigate the House together with Scylla. Arriving there they found Balthasar suspiciously sitting outside and waiting for something, giving it little mind they ventured inside only to find that the amount of [Redacted] was even higher than before. They were attacked by even stronger [Redacted] but managed to defeat those before finding a [Redacted] and venturing down. Having realized they entered [Redacted] Absalom, they also found Blackbook and through immense skill managed to retrieve the [Redacted] but had to retreat as things got very dire. It turned out that Balthasar was working for Blackbook all along and both are now confirmed and wanted fugitives. What's worse, it turns out that Shakir-- the student Cherry had previously saved has also gone missing and considering that Blackbook has control over the [Redacted] it was a victorious step forward and a small defeat all at once.
== Relations ==
* [[Avalian]] - the magical stone-skipper. Meeting on the docks, the two got talking and came to be on friendly terms. Cherry thinks that he's bold and eager, which isn't a bad thing, though he could perhaps work on his sense of timing a little.
* Balthasar - the pale weirdo. Cherry can appreciate his concise and pointed manner of speaking, though she is now rather irked at the man who threw her into a combat situation without much explanation and seemingly just to sate his curiosity as to Scylla's and hers combat ability. She has promised herself to be far more wary of the man in the future.
* [[Jacia]] - the tanned elf librarian. On Cherry's quest to learn more about the city and its politics, she decided to visit the library to peruse its books. There she met the short elf librarian that offered her a simple job of taking down a few animated books. Being successful, Jacia paid her well and Cherry promised to stop by again soon again with sweets. Cherry thinks that the gravity-defying elf is pretty cute and puzzled over how she can be so short. The Imp was in for quite a shock when she was teleported to assist her with the trials that turned the elf into the Avatar of Isis-- and rewarded. She feels quite baffled at having made such a powerful friend and a bit curious of how someone so powerful can be so modest and bashful. Whichever way, it is a friend she is glad to have.
* [[Lenah Tordon]] - the dragon-adopted tiefling who lives in East Gate. Cherry met her at the docks and the two made fast friends, sharing little bits about their past and Lenah giving some rather nice head pats. Cherry thinks that Lenah is a rather nice and calm person who is pleasant to be around, even if she is almost four times her own age. She was also impressed with the blood crystal pick that she won in the Bronze Minotaur Cup, nevermind the ''claim'' Lenah is somehow able to swim despite of wearing steel armor!
* Mr. and Mrs. '''Velcroft'''. It was thanks to Mr. Velcroft that Cherry got a quick audience with the bossy and professional halfling that would become her employer. She finds their dynamic amusing with how laid back Gerard is and how straight-laced and composed the Mrs. is. Cherry did catch her off-guard at least once so far and that's a good start.
* Scylla Aegis - the mage sidekick. Formerly a secretary in training at the Arcanamirium, she is now Cherry's assistant. Cherry thinks she is an innocent and brave little elf that deserves affection and protection, both things the Imp is more than willing to give. Feeling a bit smitten, Cherry still tries to be on the cautious side and not get ahead of herself with this cute and helpful elf. Since, Scylla has proven herself a competent combatant and Cherry's respect only grows as they face more and more dangers together. Only a few days passed before the two professed their feelings for one another as affections had grown even stronger. The two are now dating after agreeing to take it slow.
''This list is incomplete; you can help by expanding it.''
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The City-State of Acasia
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{{Infobox_location|title = The City-State of Acasia|image = Capture-1.PNG|imagecaption = Map Layout}}
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
== Layout ==
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
(Work In Progress)
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
== Layout ==
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. The streets were maze-like in nature
=== The Markets ===
By their name, The Markets was the most complex of the districts
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
(Work In Progress)
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
The city inside was relatively unharmed, some buildings closest to the walls scarred and some ruined. The city was split up into various districts, all strange and somewhat odd, just like the citizens themselves. However the city was built all around Castle Erden, also known as "The Castle Reaching For The Skies" by those who know not of its true name.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land. They were known for fighting constantly with the Dire Wolves of the area.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
== Layout ==
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. With maze-like streets that linger around the alleyways.
[[File:Agres.jpg|thumb|408x408px|The City's Vigil and Banner]]
The Steppes also included the City's Bureau of General Business and Financing, The Courthouse Of The People, Jailhouse as well as The Bank.
=== The Markets ===
By their name, The Markets was the most complex of the districts. With buildings of various builds based on various cultures and philosophies, this part of the city was the busiest and filled with shops of various kinds, ranging from magical to mundane.
There was also a cathedral for general worship, holding cloisters for those of their own faith to silently pray while looked over by neutral Theists. This Cathedral also operates as the city's Mortuary and place of court-ordered punishments and executions.
There also was a grand library, open to the people for those interested in learning and teaching, funded by the state. Children would be brought here during the school-days to be taught. Even some magical tombs could be seen, however the library was heavily guarded.
=== The Rests ===
The Rests held most of the normal housing of the city, the tenements that people could stay in while holding no share of property, the Inns that people could rest at during their visit to the city and the large, brick-made Orphanage.
The Orphanage was built to be rather large, as to house the children who's parents died during The Century War by Lord Erden personally. All those who live there are raised and are given a general education, as well as training in one of many trades they might be interested in. At the age of 16, these children are given jobs within the city and places to stay.
The Rests also had one of the two major hospitals within the city, the other being in The Markets.
=== Dinnvalter ===
Dinnvalter was where the farmers and soldiers stayed, given their own homes for them and their families within the city walls. These included battle mages and soldiers alike.
Dinnvalter was also where the various smithies and the military school were located, as well as the city's own stables were located.
=== Castle Erden ===
Standing over the city like a giant, Castle Erden was where Lord Erden and his most trusted servants and allies stayed. The design was mystical, beautiful in its hellish manner. Towers pointing towards the sky like massive claws from the earth itself, a hand grasping towards the heavens above. It was common for the sun or moon to be hidden behind the castle's massive towers.
No one really knew of the castle's interiors beyond the massive metal walls that defended the outside of the castle. Many mysteries and rumors were spread by those not native to Acasia involving the castle and the Lord inside. Many were not flattering.
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
The city inside was relatively unharmed, some buildings closest to the walls scarred and some ruined. The city was split up into various districts, all strange and somewhat odd, just like the citizens themselves. However the city was built all around Castle Erden, also known as "The Castle Reaching For The Skies" by those who know not of its true name.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land. They were known for fighting constantly with the Dire Wolves of the area.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
== Layout ==
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. With maze-like streets that linger around the alleyways.
[[File:Agres.jpg|thumb|408x408px|The City's Vigil and Banner]]
The Steppes also included the City's Bureau of General Business and Financing, The Courthouse Of The People, Jailhouse as well as The Bank.
=== The Markets ===
By their name, The Markets was the most complex of the districts. With buildings of various builds based on various cultures and philosophies, this part of the city was the busiest and filled with shops of various kinds, ranging from magical to mundane.
There was also a cathedral for general worship, holding cloisters for those of their own faith to silently pray while looked over by neutral Theists. This Cathedral also operates as the city's Mortuary and place of court-ordered punishments and executions.
There also was a grand library, open to the people for those interested in learning and teaching, funded by the state. Children would be brought here during the school-days to be taught. Even some magical tombs could be seen, however the library was heavily guarded.
=== The Rests ===
The Rests held most of the normal housing of the city, the tenements that people could stay in while holding no share of property, the Inns that people could rest at during their visit to the city and the large, brick-made Orphanage.
The Orphanage was built to be rather large, as to house the children who's parents died during The Century War by Lord Erden personally. All those who live there are raised and are given a general education, as well as training in one of many trades they might be interested in. At the age of 16, these children are given jobs within the city and places to stay.
The Rests also had one of the two major hospitals within the city, the other being in The Markets.
=== Dinnvalter ===
Dinnvalter was where the farmers and soldiers stayed, given their own homes for them and their families within the city walls. These included battle mages and soldiers alike.
Dinnvalter was also where the various smithies and the military school were located, as well as the city's own stables were located.
=== Castle Erden ===
Standing over the city like a giant, Castle Erden was where Lord Erden and his most trusted servants and allies stayed. The design was mystical, beautiful in its hellish manner. Towers pointing towards the sky like massive claws from the earth itself, a hand grasping towards the heavens above. It was common for the sun or moon to be hidden behind the castle's massive towers.
No one really knew of the castle's interiors beyond the massive metal walls that defended the outside of the castle. Many mysteries and rumors were spread by those not native to Acasia involving the castle and the Lord inside. Many were not flattering.
== History ==
(Work In Progress)
mok80ol3nvfrvp4t879qpmj73d02a1x
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State (Lawful Neutral)|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
The city inside was relatively unharmed, some buildings closest to the walls scarred and some ruined. The city was split up into various districts, all strange and somewhat odd, just like the citizens themselves. However the city was built all around Castle Erden, also known as "The Castle Reaching For The Skies" by those who know not of its true name.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land. They were known for fighting constantly with the Dire Wolves of the area.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
There are many rumors floating around this so-called "Flying City", such as if it is tied to The Cursed Plague or if it is a sign of Absalom's downfall. Many in Absalom worry if it is an invading force, or if it is a stronghold for Cheliax for an upcoming invasion. No one truly knows.
== Layout ==
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. With maze-like streets that linger around the alleyways.
[[File:Agres.jpg|thumb|408x408px|The City's Vigil and Banner]]
The Steppes also included the City's Bureau of General Business and Financing, The Courthouse Of The People, Jailhouse as well as The Bank.
=== The Markets ===
By their name, The Markets was the most complex of the districts. With buildings of various builds based on various cultures and philosophies, this part of the city was the busiest and filled with shops of various kinds, ranging from magical to mundane.
There was also a cathedral for general worship, holding cloisters for those of their own faith to silently pray while looked over by neutral Theists. This Cathedral also operates as the city's Mortuary and place of court-ordered punishments and executions.
There also was a grand library, open to the people for those interested in learning and teaching, funded by the state. Children would be brought here during the school-days to be taught. Even some magical tombs could be seen, however the library was heavily guarded.
=== The Rests ===
The Rests held most of the normal housing of the city, the tenements that people could stay in while holding no share of property, the Inns that people could rest at during their visit to the city and the large, brick-made Orphanage.
The Orphanage was built to be rather large, as to house the children who's parents died during The Century War by Lord Erden personally. All those who live there are raised and are given a general education, as well as training in one of many trades they might be interested in. At the age of 16, these children are given jobs within the city and places to stay.
The Rests also had one of the two major hospitals within the city, the other being in The Markets.
=== Dinnvalter ===
Dinnvalter was where the farmers and soldiers stayed, given their own homes for them and their families within the city walls. These included battle mages and soldiers alike.
Dinnvalter was also where the various smithies and the military school were located, as well as the city's own stables were located.
=== Castle Erden ===
Standing over the city like a giant, Castle Erden was where Lord Erden and his most trusted servants and allies stayed. The design was mystical, beautiful in its hellish manner. Towers pointing towards the sky like massive claws from the earth itself, a hand grasping towards the heavens above. It was common for the sun or moon to be hidden behind the castle's massive towers.
No one really knew of the castle's interiors beyond the massive metal walls that defended the outside of the castle. Many mysteries and rumors were spread by those not native to Acasia involving the castle and the Lord inside. Many were not flattering.
== History ==
(Work In Progress)
ezjjbq6t1k7epp9t1rxxfq5dlnzk66t
694
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2019-09-29T05:36:26Z
RunelordHades
35605102
694
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{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State (Lawful Neutral)|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
The city inside was relatively unharmed, some buildings closest to the walls scarred and some ruined. The city was split up into various districts, all strange and somewhat odd, just like the citizens themselves. However the city was built all around Castle Erden, also known as "The Castle Reaching For The Skies" by those who know not of its true name.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land. They were known for fighting constantly with the Dire Wolves of the area.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
There are many rumors floating around this so-called "Flying City", such as if it is tied to The Cursed Plague or if it is a sign of Absalom's downfall. Many in Absalom worry if it is an invading force, or if it is a stronghold for Cheliax for an upcoming invasion. No one truly knows.
== Layout ==
[[File:Agres.jpg|thumb|408x408px|The City's Vigil and Banner]]
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. With maze-like streets that linger around the alleyways.
The Steppes also included the City's Bureau of General Business and Financing, The Courthouse Of The People, Jailhouse as well as The Bank.
=== The Markets ===
By their name, The Markets was the most complex of the districts. With buildings of various builds based on various cultures and philosophies, this part of the city was the busiest and filled with shops of various kinds, ranging from magical to mundane.
There was also a cathedral for general worship, holding cloisters for those of their own faith to silently pray while looked over by neutral Theists. This Cathedral also operates as the city's Mortuary and place of court-ordered punishments and executions.
There also was a grand library, open to the people for those interested in learning and teaching, funded by the state. Children would be brought here during the school-days to be taught. Even some magical tombs could be seen, however the library was heavily guarded.
=== The Rests ===
The Rests held most of the normal housing of the city, the tenements that people could stay in while holding no share of property, the Inns that people could rest at during their visit to the city and the large, brick-made Orphanage.
The Orphanage was built to be rather large, as to house the children who's parents died during The Century War by Lord Erden personally. All those who live there are raised and are given a general education, as well as training in one of many trades they might be interested in. At the age of 16, these children are given jobs within the city and places to stay.
The Rests also had one of the two major hospitals within the city, the other being in The Markets.
=== Dinnvalter ===
Dinnvalter was where the farmers and soldiers stayed, given their own homes for them and their families within the city walls. These included battle mages and soldiers alike.
Dinnvalter was also where the various smithies and the military school were located, as well as the city's own stables were located.
=== Castle Erden ===
Standing over the city like a giant, Castle Erden was where Lord Erden and his most trusted servants and allies stayed. The design was mystical, beautiful in its hellish manner. Towers pointing towards the sky like massive claws from the earth itself, a hand grasping towards the heavens above. It was common for the sun or moon to be hidden behind the castle's massive towers.
No one really knew of the castle's interiors beyond the massive metal walls that defended the outside of the castle. Many mysteries and rumors were spread by those not native to Acasia involving the castle and the Lord inside. Many were not flattering.
== History ==
(Work In Progress)
f0pm8rubgayqbyczife3uvnhuwxs5ve
695
694
2019-09-29T05:44:52Z
RunelordHades
35605102
695
wikitext
text/x-wiki
{{Infobox_location|title = The City-State of Acasia|image = Castle Erden art.jpg|imagecaption = The imposing Castle Erden, which lays in the center of the city.|map = Capture-1.PNG|mapcaption = Over-Head layout of Acasia, showing off the five districts; The Steppes (Green), The Markets (Pink), The Rests (Purple), Dinnvalter (Dark Brown) and Castle Erden (Light Brown)|type = City-State (Lawful Neutral)|location = ~2 Nautical Miles South of Absalom, along the Trade Routes|inhabitants = ~600-2000 Individuals of varying races, levels and backgrounds.}}
The City-State of Acasia was once a grand state that umbrella'd out for miles in all directions from Castle Erden, a city that had been growing for hundreds of years in the devil-born lands of Cheliax. However, due to The Century War that happened naught but a few years ago, the population of tens of thousands now rests at but a fraction of what it once was.
What was left of the ruined city was walled off with massive iron and stone walls that went high into the sky, with many guard towers and arrow slits ready to rain hell down on anyone who dared to try and siege the city.
The city inside was relatively unharmed, some buildings closest to the walls scarred and some ruined. The city was split up into various districts, all strange and somewhat odd, just like the citizens themselves. However the city was built all around Castle Erden, also known as "The Castle Reaching For The Skies" by those who know not of its true name.
Beyond these walls was a great battlefield that once appeared to be rolling foothills birthed from the earth for a great war, now scarred and covered in radioactive wastes, still burning scars of fire and the skeletons of massive beasts. One of which being a great yet warped draconian figure of massive size, disfigured with two heads, four wings and many more legs than one normally would have, bones burned black and the area irradiated with dark energies.
Beyond the battlefield was a seemingly never ending expanse of trees of various kinds, even those not native to the area. The forest seemed to go all the way to the edges of the island, meeting the cliffs at the edges. Various wildlife, both magical and non, have made this forest their home. One of the largest population of animals is Mountain Aurochs, which act both as herd animals for the city and a natural deterrent to anyone that dared to try and invade the city by land. They were known for fighting constantly with the Dire Wolves of the area.
With only one port and area to dock, miles away from the city itself, the City-State of Acasia was somewhat difficult to get to. As one would have to dock at the heavily guarded and sifted through docks, go through the maze-like windings of the forest outside of the city and finally approach through one of the few roads that lead through the dangerous battlefields.
There are many rumors floating around this so-called "Flying City", such as if it is tied to The Cursed Plague or if it is a sign of Absalom's downfall. Many in Absalom worry if it is an invading force, or if it is a stronghold for Cheliax for an upcoming invasion. No one truly knows.
== Layout ==
[[File:Agres.jpg|thumb|408x408px|The City's Vigil and Banner]]
The City-State of Acasia is split up into five distinct districts:
=== The Steppes ===
The Steppes is the richest-looking district in Acasia, filled with standardized stone buildings that grow taller the closer towards the giant outer wall they get. With maze-like streets that linger around the alleyways.
The Steppes also included the City's Bureau of General Business and Financing, The Courthouse Of The People, Jailhouse as well as The Bank.
=== The Markets ===
By their name, The Markets was the most complex of the districts. With buildings of various builds based on various cultures and philosophies, this part of the city was the busiest and filled with shops of various kinds, ranging from magical to mundane.
There was also a cathedral for general worship, holding cloisters for those of their own faith to silently pray while looked over by neutral Theists. This Cathedral also operates as the city's Mortuary and place of court-ordered punishments and executions.
There also was a grand library, open to the people for those interested in learning and teaching, funded by the state. Children would be brought here during the school-days to be taught. Even some magical tombs could be seen, however the library was heavily guarded.
=== The Rests ===
The Rests held most of the normal housing of the city, the tenements that people could stay in while holding no share of property, the Inns that people could rest at during their visit to the city and the large, brick-made Orphanage.
The Orphanage was built to be rather large, as to house the children who's parents died during The Century War by Lord Erden personally. All those who live there are raised and are given a general education, as well as training in one of many trades they might be interested in. At the age of 16, these children are given jobs within the city and places to stay.
The Rests also had one of the two major hospitals within the city, the other being in The Markets.
=== Dinnvalter ===
Dinnvalter was where the farmers and soldiers stayed, given their own homes for them and their families within the city walls. These included battle mages and soldiers alike.
Dinnvalter was also where the various smithies and the military school were located, as well as the city's own stables were located.
=== Castle Erden ===
Standing over the city like a giant, Castle Erden was where Lord Erden and his most trusted servants and allies stayed. The design was mystical, beautiful in its hellish manner. Towers pointing towards the sky like massive claws from the earth itself, a hand grasping towards the heavens above. It was common for the sun or moon to be hidden behind the castle's massive towers.
No one really knew of the castle's interiors beyond the massive metal walls that defended the outside of the castle. Many mysteries and rumors were spread by those not native to Acasia involving the castle and the Lord inside. Many were not flattering.
== History ==
(Work In Progress)
[https://docs.google.com/document/d/1Sn31MIU89TZo0LfmJGWwAk56sP_UcNXbCwD2Yntz2V0/edit?usp=sharing Stat Document]
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The Crimson Earth Tribe
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== Appearance ==
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Overlord|image1 = Gashna.jpg|gender = M/F|race = Tiefling/Half-Orc|alignment = CE/LN|deity = Orc Pantheon,Rovagug,Gorum|age = 20/20|height = 7ft/4ft 5in|weight = 280/110|hair = None/Purple|eyes = Red/White}}
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Overlord/Matriarch|image1 = Gashna.jpg|gender = M/F|race = Tiefling/Half-Orc|alignment = CE/LN|deity = Orc Pantheon,Rovagug,Gorum/None|age = 20/20|height = 7ft/4ft 5in|weight = 280/110|hair = None/Purple|eyes = Red/White}}
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}{{ATCOS_Character_Infobox|title1 = Overlord|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.{{ATCOS_Character_Infobox|title1 = Overlord|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
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1575
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2020-09-03T01:11:23Z
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling.
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1576
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2020-09-03T01:18:31Z
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1576
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brillian woman. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the
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2020-09-03T01:23:33Z
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold.
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2020-09-03T01:41:25Z
Drlilypad
46786524
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1578
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circuss or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
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2020-09-03T02:04:11Z
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circuss or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== History ==
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1580
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2020-09-03T02:26:32Z
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1580
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circuss or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== History ==
Located in the harsh lands of Belkzen the Crimson Earth Tribe is a growing and strangely succesful tribe of orcs
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1581
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2020-09-03T02:42:51Z
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1581
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== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circuss or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== History ==
Located in the harsh lands of Belkzen, the Crimson Earth Tribe is a growing and strangely succesful tribe of orcs.
ceuy9vu17rw79nlz1prii1k7caaj6zs
1582
1581
2020-09-03T02:46:06Z
Drlilypad
46786524
/* Personality */
1582
wikitext
text/x-wiki
== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circus or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== History ==
Located in the harsh lands of Belkzen, the Crimson Earth Tribe is a growing and strangely succesful tribe of orcs.
5kuu15xt0j40nwncgtkwfvgfm57rhuu
1590
1582
2020-09-04T09:40:37Z
Drlilypad
46786524
/* History */
1590
wikitext
text/x-wiki
== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circus or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== History ==
Located in the harsh lands of Belkzen, the Crimson Earth Tribe is a large, well organized clan that has established a sizeable foothold in the region. It started as just another nomadic tribe fighting for dominace in the wastes until about ten years prior when Gashna was officially made into a general supported by his sister Goruza. Goruza convinced her father Warchief Maldrek to funnel resources into various architectural and economic projects that were uncharacteristic of the region. The tribe experienced a great upheaval in its ranks during the following two years where a number of dissidents were cleansed from the ranks by the leading family. Due to these sweeping changes in how the clan was structured and maintained, they experienced great success in their military campaigns against the neighboring tribes. In just a single decade the Crimson Earth Tribe has managed to subdue a sixth of the orcish territory before being utterly halted by their now many enemies. Due to an unnoficial coalition from the tribes surrounding their lands, their conquest has come to a grinding halt. During this time of halted progress the clan was anything but idle. They currently spend their resources holding back the constant raids from their neighbors and building additional infrastructure to support their future conquests. Due to the stalemate the great Warchief sent his adopted son Gashna to Absolom in order to aqquire support and funding for their war efforts. He was reluctant to send his sister along with him, but ultimately relented due to Gashna's refusal to go so far without his sister by his side.
frhtzjvfybdqikpvbmnpw78x60nx65i
1594
1590
2020-09-04T22:54:58Z
Drlilypad
46786524
/* History */
1594
wikitext
text/x-wiki
== Appearance ==
{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circus or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== Clan History ==
Located in the harsh lands of Belkzen, the Crimson Earth Tribe began in much the same way as every other clan in the region. They were a mere nomadic people constantly moving from one section of the wastes to the other, and only truly ruling the land that they currently resided in at the time. The clan used to be led by a council of respected families that fought over any decision being made about the tribe's interests and future. One of these prestigious families was led by the now Warchief Maldrek, who used to be just another elder working to decide the fate of the tribe. Even early on Maldrek proved to be far more clever than his kin, when he married a human bandit leader from Ustalav to the east. This marriage bought him access to her underlings which helped him to stage a coup against the other families, resulting in a brutal slaugher of every single member of the other three council families save for a strange tiefling child born on the same day as his daughter. Either by coincidence or foresight Maldrek adopted this tiefling as his son in order to act as a living symbol of both his wrath and mercy. Maldrek was initially disapointed in his half-orc daughter who grew up as a physically weak and dainty girl, but over time her sharp mind proved to be a vauluable tool to her wise and cunning father who often directed her onto the right path. His adopted son on the other hand, proved to be even more brutal and prone to violence than his adopted orc kin which prompted his new father to instruct his daughter to reign in his rage to better serve the clan. During the growing years of his children Maldrek sent them to learn abroad at the infernal nation of Cheliax. It was from there his daughter brought back the knowledge and inspiration to do something many orc tribes simply refused to do:he began construction of permanent settlements to occupy. Due to his immenese foresight, his daughter was able to organize the construction of proper farms and villages for his clan. At first this caused a great deal of unrest among his more traditional subject, but thanks to the proper application of his daughter's clever mind and his son's brutal savagery, he was able to quell most of the dissidence within his borders. Maldrek went through painful lengths to organize his warriors into a proper army with it's own command structure and supply lines. Through his immense efforts to modernize his tribe, he had the infrastructure and forces to finally crush many of his neighbors. After his children had spent so many years proving their worth to the mighty Maldrek, he bestowed upon them the honor of leading his forces against the many tribes bordering his territory. His children fought admirably under his leadership, leading to triumphant victories in the decade of hard fought expansion that followed. His wisdom and innovation were such that his clan managed to conquer a full sixth of the wastelands before being utterly halted by a surprise coalition of a few larger tribes at his border. During this stalemate Maldrek created several forts and garrison's upon the border of his territories in order to hold back the constant skirmishes from his rivals. What resources werent being spent on defences were being funneled into building yet further infrastructure for his war efforts. It was at this time that Maldrek with a heavy heart, sent his two favorite children to the city of Absolom to act as his emissaries so that they may acquire funding and support from the massive city.
== Thank you to the generous and insightful contributions of my buddy Nadiek. I would never have made something even half as interesting without your help ^.^ ==
3u4onq01zh39fds2r3u8nql3xvu819p
1609
1594
2020-09-14T04:22:15Z
Drlilypad
46786524
1609
wikitext
text/x-wiki
[[File:Crimson Earth Embelem.png|thumb|220x220px]]
== Appearance ==
{{Infobox_item}}{{ATCOS_Character_Infobox|title1 = Matriarch Goruza|image1 = Goruza.jpg|gender = F|race = Half Orc|alignment = LN|deity = None|age = 30|height = 4ft 5in|weight = 110|hair = Purple|eyes = White}}Gashna is almost always seen wearing his favorite suit of Lamellar that he won from a deathmatch against a now long dead rival. Other than his prized steel armor he dosent tend to wear much else since his tough scales and hide is more than enough to prevent chafing from the metal rubbing against his skin. At all times ten holy symbols dangle from his neck, representing each and every god he worships. He often wears a trophy he was given by his father around his waist to commemorate his triumphant victories against their enemies over the years.
Goruza is a complete opposite of her adopted brother. She prefers to wear fine silk clothing pillaged from her tribe's raids of the caravans that sometime's venture near their territory. Her long strangely purple hair tends to be kept hanging from the back of her neck, but is occasionally seen tied into a ponytail or a bun when she attends more formal events. She prefers to wear sheer silk material on her arms with a thin purple centerpiece to match her unusual hair. She has always been fond of jewelry and is quite often seen wearing different sets of necklaces,rings,and earings she just happened to fancy that week.
{{ATCOS_Character_Infobox|title1 = Overlord Gashna|image1 = Gashna.jpg|gender = M|race = Tiefling|alignment = CE|deity = Orc Pantheon,Rovagug,Gorum|age = 30|height = 7ft|weight = 300|hair = None|eyes = Red}}
== Personality ==
Gashna is a rage filled and brutal individual, prone to bouts of anger or violence over simply talking things out. He often gets into fights with his personal guard or in local taverns simply out of boredom. He is an individual utterly enraptured by orc culture in it's entirety, he fervently worships every single god orcs are known to worship purlley because they are worshiped by his adopted people. He revels in the cruelty and violence of orc society to the point that many orcs think of him as one of them if not a bit oddly shaped.
He is certainly not the brightest member of his family, tending to rush headlong into a situation with little thought or care. He quite often either does not understand intellectual matters or he simply flat out refuses to learn about something he deems to be "weak" or "irrelevant". Yet despite his utter stubborness and bouts of rage, he is utterly devoted to his sister Goruza. He trusts anything and everything she tells him implicitly as if it were impossible for her to be wrong or to lie to him.
However, despite his many mental short comings, he is an utter savant in the art of slaughter. He had always gotten into incredibly bloody and downright risky fights ever since he was young. He simply relishes conflict almost as much as he values his sister.
_
Always the alternate to her brother, Goruza presents herself as a meek and hesitant advisor to her savage sibling. She often simply stands quietly in the backround only occasionally moving forward to whisper some piece of advice or information into her brother's ear when she feels it needed.
For those rare few she allows past this facade, she shows herself to not only be a ruthless tactician but also an incredibly brilliant manipulator. She prefers to manipulate and plan the future of her clan from beneath the shadow of her infamous and difficult to assasinate brother. And for the rare few willing to court her despite the very real dangers of her brother, she can be a surprisngly compassionate and understanding individual. She has always preffered to turn an enemy into a friend rather than just eliminate them outright.
That being said, she is always more than willing to simply get her brother riled up and point him in the direction of her enemies and watch the carnage unfold. To those intelligent enough to see past her brother's "rule" they will clearly see it is Goruza who holds all the real control in their courts. She stealthily manipulates and pushes her brother to accomplish her goals, and she is one of the sole reasions Gashna has even been nearly as succesful as he has been.
She values intellectual and diplomatic pursuits above almost anything, she has no respect for anyone without some modicum of cleverness or intellegince backing up their actions, save for her adopted brother whom she adores in her own way. She is always protective of her brother, albeit in much more subtle ways. She puts in a lot of effort to make her brother feel like the big shot he thinks he is with her own campaign of rumors and assasinations against those that would upset her dear brother. And she is always content and satisfied with the knowledge that her larger brother will do anything she says without question or hesitation.
When shes not doing everything in her power to support their rise to prominence, she enjoys spending her free time in local libraries and the occasional circus or show she drags her brother to. She has always been a rather curious woman when it comes to new innovations in both the fields of magic and the natural sciences. She has also been know to have a weakness for pretty clothes and expensive jewelry which her brother constantly provides her with from his battles.
== Clan History ==
Located in the harsh lands of Belkzen, the Crimson Earth Tribe began in much the same way as every other clan in the region. They were a mere nomadic people constantly moving from one section of the wastes to the other, and only truly ruling the land that they currently resided in at the time. The clan used to be led by a council of respected families that fought over any decision being made about the tribe's interests and future. One of these prestigious families was led by the now Warchief Maldrek, who used to be just another elder working to decide the fate of the tribe. Even early on Maldrek proved to be far more clever than his kin, when he married a human bandit leader from Ustalav to the east. This marriage bought him access to her underlings which helped him to stage a coup against the other families, resulting in a brutal slaugher of every single member of the other three council families save for a strange tiefling child born on the same day as his daughter. Either by coincidence or foresight Maldrek adopted this tiefling as his son in order to act as a living symbol of both his wrath and mercy. Maldrek was initially disapointed in his half-orc daughter who grew up as a physically weak and dainty girl, but over time her sharp mind proved to be a vauluable tool to her wise and cunning father who often directed her onto the right path. His adopted son on the other hand, proved to be even more brutal and prone to violence than his adopted orc kin which prompted his new father to instruct his daughter to reign in his rage to better serve the clan. During the growing years of his children Maldrek sent them to learn abroad at the infernal nation of Cheliax. It was from there his daughter brought back the knowledge and inspiration to do something many orc tribes simply refused to do:he began construction of permanent settlements to occupy. Due to his immenese foresight, his daughter was able to organize the construction of proper farms and villages for his clan. At first this caused a great deal of unrest among his more traditional subject, but thanks to the proper application of his daughter's clever mind and his son's brutal savagery, he was able to quell most of the dissidence within his borders. Maldrek went through painful lengths to organize his warriors into a proper army with it's own command structure and supply lines. Through his immense efforts to modernize his tribe, he had the infrastructure and forces to finally crush many of his neighbors. After his children had spent so many years proving their worth to the mighty Maldrek, he bestowed upon them the honor of leading his forces against the many tribes bordering his territory. His children fought admirably under his leadership, leading to triumphant victories in the decade of hard fought expansion that followed. His wisdom and innovation were such that his clan managed to conquer a full sixth of the wastelands before being utterly halted by a surprise coalition of a few larger tribes at his border. During this stalemate Maldrek created several forts and garrison's upon the border of his territories in order to hold back the constant skirmishes from his rivals. What resources werent being spent on defences were being funneled into building yet further infrastructure for his war efforts. It was at this time that Maldrek with a heavy heart, sent his two favorite children to the city of Absolom to act as his emissaries so that they may acquire funding and support from the massive city.
== Thank you to the generous and insightful contributions of my buddy Nadiek. I would never have made something even half as interesting without your help ^.^ ==
cwfqkptla9ixwp70l3ac8xd0r6fduf8
The Grey Feather Files
0
202
352
2019-02-06T18:42:22Z
Treshian
38419147
Adding side panel first
352
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| aliases = Grey Feather
| affiliation = Precipice Quarter Precinct (PQP)
| marital = Singl, nearly widowed
| birthDate = Pharast 27th, 4691
| birthPlace = Absalom
| species = Human
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}</nowiki>
k664x8uhm4624rp53wl1a8g5c5s3gsa
353
352
2019-02-06T18:43:35Z
Treshian
38419147
353
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| aliases = Grey Feather
| affiliation = Precipice Quarter Precinct (PQP)
| marital = Singl, nearly widowed
| birthDate = Pharast 27th, 4691
| birthPlace = Absalom
| species = Human
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}</nowiki>
63sxbb7nso5lesas6adv8naoglnl91k
354
353
2019-02-06T18:54:50Z
Treshian
38419147
354
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| aliases = Grey Feather
| affiliation = Precipice Quarter Precinct (PQP)
| marital = Singl, nearly widowed
| birthDate = Pharast 27th, 4691
| birthPlace = Absalom
| species = Human
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}</nowiki>
ggsc83odrdgn5h1mgb5wnstiuoftcwq
355
354
2019-02-06T19:03:36Z
Treshian
38419147
355
wikitext
text/x-wiki
== <nowiki><font face="Courier New">Briefing:</nowiki> ==
Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found.'''<br>
'''t’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.
== Psychological Profile: ==
Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him. <nowiki></font></nowiki>
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2019-02-06T19:04:00Z
Treshian
38419147
356
wikitext
text/x-wiki
== <nowiki><font face="Courier New"> Briefing: </font></nowiki> ==
Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found.'''<br>
'''t’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.
== Psychological Profile: ==
Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him. <nowiki></font></nowiki>
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2019-02-06T19:06:02Z
Treshian
38419147
357
wikitext
text/x-wiki
== <nowiki><font face="Courier"> Briefing: </font></nowiki> ==
Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found.'''<br>
'''t’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.
== Psychological Profile: ==
Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him. <nowiki></font></nowiki>
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2019-02-06T19:11:46Z
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38419147
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wikitext
text/x-wiki
<font face="courier">== Briefing: ==
Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found.
It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
== Psychological Profile: ==
Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.
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2019-02-06T19:12:40Z
Treshian
38419147
359
wikitext
text/x-wiki
== Briefing: ==
<font face="courier"> Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found.
It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
== Psychological Profile: ==
<font face="courier"> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
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360
359
2019-02-06T19:13:19Z
Treshian
38419147
360
wikitext
text/x-wiki
== Briefing: ==
<font face="courier new">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font face="courier">He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
== Psychological Profile: ==
<font face="courier new">Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
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361
360
2019-02-06T19:16:15Z
Treshian
38419147
361
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
<font face="courier new">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font face="courier">He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
== Psychological Profile: ==
<font face="courier new">Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
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362
361
2019-02-06T19:18:32Z
Treshian
38419147
362
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
<font color=white face="courier new">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font face="courier">He goes under the name Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
== Psychological Profile: ==
<font face="courier new">Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
brxwc20yjus7wrs8nq2px00izm4p6m4
363
362
2019-02-06T21:21:14Z
Treshian
38419147
363
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier">He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new">
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
</font>
<font color=white face="courier new">
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
</font>
<font color=white face="courier new">
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
</font>
<font color=white face="courier new">
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
</font>
== <font color=white face="courier new">Psychological Profile: </font>
==
<font color=white face="courier new">
<font face="courier new">Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
</font>
<font color=white face="courier new">
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
</font>
<font color=white face="courier new">
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
</font>
7ssfl1w6y1vu7nnth6ac9kmhkt27xlm
364
363
2019-02-06T21:21:50Z
Treshian
38419147
364
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier">He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new">
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
</font>
<font color=white face="courier new">
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
</font>
<font color=white face="courier new">
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
</font>
<font color=white face="courier new">
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
</font>
==Psychological Profile:==
<font color=white face="courier new">
<font face="courier new">Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
</font>
<font color=white face="courier new">
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
</font>
<font color=white face="courier new">
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
</font>
hiztems7mhlorhs862gxt8ukv9slgjk
365
364
2019-02-06T21:22:38Z
Treshian
38419147
365
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier">He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new">
<font face="courier">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font> </font>
<font color=white face="courier new">
<font face="courier">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font> </font>
<font color=white face="courier new">
<font face="courier">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font> </font>
<font color=white face="courier new">
<font face="courier">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font> </font>
==Psychological Profile:==
<font color=white face="courier new">
<font face="courier new"> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font> </font>
<font color=white face="courier new">
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font> </font>
<font color=white face="courier new">
<font face="courier">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font></font>
234qax9rmvp8y7khtliovq413qbdl55
366
365
2019-02-06T21:25:06Z
Treshian
38419147
366
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier">He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font color=white face="courier new">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font color=white face="courier new">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font color=white face="courier new">Calistril 6th he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Psychological Profile:==
<font color=white face="courier new"> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font color=white face="courier new">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
nttnih8or8bav5ikphzkuytz385uyni
367
366
2019-02-06T21:26:33Z
Treshian
38419147
367
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier"> Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser. Shows signs of a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier"> He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier"> Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new"> Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font color=white face="courier new"> It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font color=white face="courier new"> Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font color=white face="courier new"> The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Psychological Profile:==
<font color=white face="courier new"> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font color=white face="courier new">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font color=white face="courier new">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
hlwewidcn0h9n5t0ifnxv1yvoa3y0tr
368
367
2019-02-06T21:27:05Z
Treshian
38419147
368
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}<font color=white face="courier">Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; kellid and keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font color=white face="courier">He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </font>
<font color=white face="courier">Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </font>
<font color=white face="courier new">Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence indicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shockwave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but he his soon-to-be wife’s was never found. </font>
<font color=white face="courier new">It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </font>
<font color=white face="courier new">Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </font>
<font color=white face="courier new">The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Psychological Profile:==
<font color=white face="courier new"> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font color=white face="courier new">It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. </font>
<font color=white face="courier new">His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
ma72p96d9gq6wtooq930fptu7ayt6an
370
368
2019-02-08T18:58:51Z
Treshian
38419147
370
wikitext
text/x-wiki
== Briefing: ==
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white> Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.
He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.
It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white> -redacted-</font>
==Psychological Profile:==
<font face="courier" color=white> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.
It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white> Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.
The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white> -redacted-</font>
p6jsaxhvdzlp10l9r8hi87uszawk2e5
371
370
2019-02-08T18:59:17Z
Treshian
38419147
371
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </font>
<font face="courier" color=white> He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.
</font>
<font face="courier" color=white> Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.
</font>
<font face="courier" color=white> Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.
</font>
<font face="courier" color=white> It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.
</font>
<font face="courier" color=white> Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.
</font>
<font face="courier" color=white> The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier" color=white> It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
</font>
<font face="courier" color=white> His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations. </font>
<font face="courier" color=white> The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
rcnli9vlay6haujfglggnm9ju9vrvnj
372
371
2019-02-08T19:06:25Z
Treshian
38419147
372
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. </br> He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. </br> Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. </br> Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found. </br> It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. </br> Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. </br> The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. </font>
<font face="courier" color=white> It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.
</font>
<font face="courier" color=white> His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations. </font>
<font face="courier" color=white> The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
bosl7yojc3zo7b7rgjow73tteqss11t
373
372
2019-02-08T19:08:47Z
Treshian
38419147
373
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities. <br/> He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change. <br/> Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding. <br/> Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found. <br/> It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off. <br/> Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so. <br/> The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief. <br/> It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that. <br/> His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations. <br/> The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
q7bq18760i1ndxwaej32a1o525we4or
374
373
2019-02-08T19:09:42Z
Treshian
38419147
374
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white> Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white> He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white> Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white> It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white> Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white> The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white> -redacted-</font>
==Psychological Profile:==
<font face="courier" color=white> Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white> It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white> His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white> Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white> The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white> -redacted-</font>
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376
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376
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
9r6kvdrcwdublvz6s1gouor9wpb3cv0
377
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2019-02-08T19:35:22Z
Treshian
38419147
377
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| playedby =
| alignment = Lawful Good / Neutral
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He goes under the alias Grey Feather; a Vigilante persona. Sources tell it was developed in the midst of his grief of his loss as a coping mechanism and unrestricted avenue to the truth. Theory is that when he puts on that mask, he tends to delve deeper into cynicism, brutality, and misanthropy, and this lets his obsession guide him more so than his morality, hence the behavioral change.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
jdj9dpyivgdj2zetwg6ar574quxid11
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2019-02-14T17:46:32Z
Treshian
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383
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "..."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
ngj4a7pg8tsvitqoplg2n3yyfbi9n4r
384
383
2019-02-14T18:02:28Z
Treshian
38419147
384
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that shine covers up some dark shadow, so best not let the light blind you.
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
geoe62eaps2uhzinhnswtasp3jhaot6
385
384
2019-02-14T18:07:00Z
Treshian
38419147
385
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that light casts long shadows down these alcoves and backstreets, so best keep your wits about you, no matter the district."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
rtmkg6ac1acbqcmcw3gf5bsiodckaf3
386
385
2019-02-14T18:09:02Z
Treshian
38419147
386
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that light casts long shadows down these alcoves and backstreets though."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a slender, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
9du86x0866h8hqnamvn1a80wbk9xsil
387
386
2019-02-14T19:32:52Z
Treshian
38419147
387
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that light casts long shadows down these alcoves and backstreets though."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
qbwdnhqqvqbd4c291g6zvpa7r28o1ld
388
387
2019-02-14T19:40:52Z
Treshian
38419147
388
wikitext
text/x-wiki
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that light casts long shadows down these alcoves and backstreets though."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel
}}
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
eodt96tul5rzkm1qngyid2kyn5h0urk
389
388
2019-02-14T19:41:32Z
Treshian
38419147
389
wikitext
text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; all that light casts long shadows down these alcoves and backstreets though."
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
gqyz0j2u93zpw0elb2ydyfm93mdhs3d
390
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2019-02-14T21:08:31Z
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390
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text/x-wiki
{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
<br /><font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Further Movement:==
<font face="courier" color=white>-redacted-</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
3g46pmsq32aj8nanh379duwv7q7rt6g
391
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2019-02-15T13:11:11Z
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391
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
1q02p43yoeie67m6i9aq71cxj60zvsv
392
391
2019-02-15T13:11:50Z
Treshian
38419147
/* Movement: */
392
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
- redacted -
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
lmhs28stbn3acuhfe8w0yob9uy0s2eb
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392
2019-02-24T15:41:52Z
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
- redacted -
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
[[Category:Player Characters]]
tc9es0me4zdc12t7ds394efgghfv5q0
400
399
2019-02-24T15:42:55Z
Treshian
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Adding categories
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Precipice Quarter Precinct (PQP), likely due to a depletion of his savings and unpaid debts.</font>
- redacted -
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
[[Category:Player Characters]]
[[Category:Images]]
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Foreign Quarter Precinct (FQP), likely due to a depletion of his savings and unpaid debts.
His first case of significance was given to him by Precinct Captain Alfonso Veriano - the Starstone Spire Case. By all regards, the detective's first encounter with the crime-scene seemed to offer him a list of possible leads, but progress on the case has been slow.
- redacted -
</font>
<font face="courier" color=white>Corvus was also spotted helping organize evacuation and rescue operations minutes after the Seventh Church Attack.
- redacted -
</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white>-redacted-</font>
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2019-04-21T03:36:44Z
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{{infobox character
| name = Detective Corvus Al-Shirin Al-Korum
| image = Corvus.jpg
| imagecaption = "They say the city shines at night, shines like a jewel. True enough, at a glance; turns out all that light casts long shadows down these alcoves and backstreets though.
"
| alignment = Lawful Good
| birthDate = Pharast 27th, 4691
| race = Kellid / Keleshite
| gender = Male
| height = 5'8"
| weight = 115 lbs.
| eyes = Hazel }}
==Briefing:==
<font face="courier" color=white>Detective Corvus Al-Shirin Al-Korum. Mixed ethnic backgrounds; Kellid and Keleshite. City watch detective who’s been transferred half a dozen times, and Private Eye with some meager success. Seems too young to show signs of burnt-out. History of heroic action, though personnel files indicate his colleagues view him as having a cynical outlook. A heavy smoker and alcohol abuser with a short temper. After the tragedy of the 15th of Neth 4718 he was described as being fanatical to the point of recklessness and alienation of his peers. His zealous search for the truth behind his parents and fiancees deaths doubtlessly endures even now, but held back due to his station and responsibilities.</font>
<br /><font face="courier" color=white>He is a leading suspect as the real identity of a known vigilante who operates in the wider city, codename: Grey Feather. The leading theory is that he developed this persona while struggling with grief at the loss of his fiance and parents as a coping mechanism and an unfettered version of himself. When he puts on that mask, he can delve deeper into the cynicism, brutality, and misanthropy that colleagues already report him expressing, and this lets his obsession guide him more so than his morality, hence the noticeable behavioral difference.<br />Detective Al-Shirin had a promising future in law enforcement; he helped solve half a dozen cases, exhibited great valor during an incident at the docks, plus he came from an established name. Corvus’ father, Korum ‘the Kellid’ was well known for his keen eye and relentless pursuit of justice, and the Detective took after his old man well it was said. Additionally, despite a previously rocky relationship, Corvus was working to patch up his relationship with his mother, Shirin al-Marah, a devout Sarenite, and influential merchant. It was through her that he met his fiancee, a Sarenite cleric by the name of Tala. The two were planning a Summer wedding.</font>
<br /><font face="courier" color=white>Early morning Neth 15th Lieutenant Korum was discovered dead at the site of a skirmish between shady and criminal elements in the city in the puddles district. Initial evidence implicated the venerated guardsman had been part of an illegal racket, though the case was buried and never taken much further. Korum was irreversibly condemned without trial. Detective Corvus voiced his objections in an ‘emotional tirade’, but was interrupted by the shock-wave of the explosion that had gone off at the Ascendant Court - the tragedy at the Temple of the Shining Star. The Detective rushed across the city there but arrived late, all rescue attempts had ended at that point. His mother's body was eventually recovered, but his soon-to-be wife's body was never found.</font>
<br /><font face="courier" color=white>It’s said that a bad enough can break a man, and to the detective’s credit he held it together for a good week and a half. He dedicated himself to the mission of uncovering the truth behind both incidents, and at first, it seemed to be inspiring to his fellow guard, but in time he grew ever more sleep-deprived, reckless, irrational, and even violent. He had a talk with his superior and was told to take some time off.</font>
<br /><font face="courier" color=white>Corvus was reported to have taken to a hermit lifestyle in his inherited villa his mother left to him in the Ivy District, only emerging for supplies, mainly of the drug and alcohol variety. It is during this time it’s theorized he constructed his vigilante costume and identity, likely expending most of his remaining resources to do so.</font>
{{infobox character
| name = Grey Feather
| image = GreyFeatherToken.png
| imagecaption = "..."
| alignment = Neutral
| costume = Grey cloth and leather, beaked mask
| gender = Presumed Male
| height = ~ 5'9"
| weight = ~ 140 lbs.
}}
==Movement:==
<font face="courier" color=white>The 6th of Calistril he returned to active work at the Foreign Quarter Precinct (FQP), likely due to a depletion of his savings and unpaid debts. </font>
<font face="courier" color=white>His first case of significance was given to him by Precinct Captain Alfonse Veriano - the Starstone Spire Case. By all regards, the detective's first encounter with the crime-scene seemed to offer him a list of possible leads, but progress on the case has been slow. </font>
<font face="courier" color=white>- redacted - </font>
<font face="courier" color=white>Corvus was also spotted helping organize evacuation and rescue operations minutes after the Seventh Church Attack. </font>
<font face="courier" color=white>- redacted -
</font>
==Psychological Profile:==
<font face="courier" color=white>Detective Corvus’ personnel file from before the incident of 15/11 indicate he was healthy and optimistic, well liked among his peers though he had few friends. His behavior changes drastically and understandably after the tragedy, though his conduct and comments go far beyond what can be attributed to grief.</font>
<br /><font face="courier" color=white>It’s believed that the construction of the Grey Feather persona was a sort of coping mechanism, a way to claw his way out of his depressed state. The desperation shown in how many resources he sunk into the endeavor is evidence of that.</font>
<br /><font face="courier" color=white>His behavioral change between his two personas could be explained as a major dissociation reaction; he himself is unable to do what is required, but his Grey Feather persona doesn’t have the same moral qualms. Grey Feather became his outlet for inner turmoil, obsession with hunting down the truth, and his frustration with any limitations his position with the guards held over him.</font>
==Physical Description:==
<font face="courier" color=white>Standing at just beneath average height and with a gaunt, lightweight build, the detective easily blends into most Absalom crowds. Usual attire includes shirt, coat, and tie, though they show wear and tear, especially the coats. Minor facial scarring (left eyebrow, left cheekbone, chin), short brown hair usually parted in the middle, sunken hazel-colored eyes. Frequently seen wearing adhesive and/or gauze bandages, or other signs of physical altercations.</font>
<br /><font face="courier" color=white>The Grey Feather costume is fittingly grey in color. Easily recognizable: a cloaked figure with an imposing beaked mask, armored lightly. Grey Feather is reported as being a quiet menace, intimidating its prey with eerie silence and surprising agility and strength.</font>
==Known Associates/Enemies:==
<font face="courier" color=white> Precinct Captain Alfone Veriano
Sargent Stone
-redacted-</font>
dsf9p4en65j6qvhefai6myy4g9ftjmy
The Half-Empty Gym
0
540
1095
2020-03-18T20:42:46Z
Pandasecret1
27144081
Created page with "[[File:Gym1.png|none|thumb|815x815px]] == Description == <strong>Modeled after the Empyreal Lord Falayna's Half - Empty Palace in Illumis, the fifth tier of Heaven, this slee..."
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[[File:Gym1.png|none|thumb|815x815px]]
== Description ==
<strong>Modeled after the Empyreal Lord Falayna's Half - Empty Palace in Illumis, the fifth tier of Heaven, this sleek contemporary building has its doors open to any well-to-do adventurer aiming to improve themselves. In particular, the over sixty-foot tall gymnasium offers a multitude of areas, machines, and trainers to improve the body of anyone who enters its halls, from burly giants to wispy sylphs. Weightlifting, swimming, sparring, and even counseling is overseen by [[Azeriah of the Three Rings|Azeriah of the Three Rings, the demigoddess of strength and physique]]. She also goes by the alternative title "Punch Queen" and is nicknamed "Ace" or "Azzy" by her friends. </strong>
<strong>In front of the massive gym are statues of various deities of the Strength domain. Most prominently the aforementioned Falayna, but also Kurgess, Arshea, Irori, and several other neutral and good-aligned gods and goddesses. Curiously enough, there seems to be no statue of Cayden to be found despite being a good-aligned deity of the Strength domain. Behind the statues are tall windows to display the bustling activity within the building, sporting demigods and scores of adventurers and common folk alike working out to strive for the best they can be. In the back, one can get some stress relief by meditating in a nice relaxing bathhouse</strong>
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1097
1095
2020-03-18T20:46:04Z
Pandasecret1
27144081
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[[File:Gym1.png|none|thumb|815x815px]]
== Description ==
<strong>Modeled after the Empyreal Lord Falayna's Half - Empty Palace in Illumis, the fifth tier of Heaven, this sleek contemporary building has its doors open to any well-to-do adventurer aiming to improve themselves. In particular, the over sixty-foot tall gymnasium offers a multitude of areas, machines, and trainers to improve the body of anyone who enters its halls, from burly giants to wispy sylphs. Weightlifting, swimming, sparring, and even counseling is overseen by [[Azeriah of the Three Rings|Azeriah of the Three Rings, the demigoddess of strength and physique]]. She also goes by the alternative title "Punch Queen" and is nicknamed "Ace" or "Azzy" by her friends. </strong>
The Gym is staffed by followers of Azeriah and the various Strength domain deities who call themselves Azerites.
<strong>In front of the massive gym are statues of various deities of the Strength domain. Most prominently the aforementioned Falayna, but also Kurgess, Arshea, Irori, and several other neutral and good-aligned gods and goddesses. Curiously enough, there seems to be no statue of Cayden to be found despite being a good-aligned deity of the Strength domain. Behind the statues are tall windows to display the bustling activity within the building, sporting demigods and scores of adventurers and common folk alike working out to strive for the best they can be. In the back, one can get some stress relief by meditating in a nice relaxing bathhouse</strong>
[[File:Bathhouse.png|none|thumb|799x799px|Relax in the bathhouse]]
The gym is staffed by men
ru9oqla89oefyg659kakatmpnfp5hqt
1099
1097
2020-03-18T20:48:14Z
Pandasecret1
27144081
1099
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[[File:Gym1.png|none|thumb|815x815px]]
== Description ==
<strong>Modeled after the Empyreal Lord Falayna's Half - Empty Palace in Illumis, the fifth tier of Heaven, this sleek contemporary building has its doors open to any well-to-do adventurer aiming to improve themselves. In particular, the over sixty-foot tall gymnasium offers a multitude of areas, machines, and trainers to improve the body of anyone who enters its halls, from burly giants to wispy sylphs. Weightlifting, swimming, sparring, and even counseling is overseen by [[Azeriah of the Three Rings|Azeriah of the Three Rings, the demigoddess of strength and physique]]. She also goes by the alternative title "Punch Queen" and is nicknamed "Ace" or "Azzy" by her friends. </strong>
<strong>In front of the massive gym are statues of various deities of the Strength domain. Most prominently the aforementioned Falayna, but also Kurgess, Arshea, Irori, and several other neutral and good-aligned gods and goddesses. Curiously enough, there seems to be no statue of Cayden to be found despite being a good-aligned deity of the Strength domain. Behind the statues are tall windows to display the bustling activity within the building, sporting demigods and scores of adventurers and common folk alike working out to strive for the best they can be. In the back, one can get some stress relief by meditating in a nice relaxing bathhouse</strong>[[File:Bathhouse.png|none|thumb|799x799px|Relax in the bathhouse]]
The gym is staffed by followers of Azeriah and support the various Strength domain deities, and call themselves Azerites. They embody those ideals with physical fitness and dedication to do good for the community.
[[File:Azerite.png|none|thumb|337x337px|An Azerite bathhouse employee]]
fey1l0dke6ckawl6axuhu2pge4d6lvu
1617
1099
2020-09-20T19:45:50Z
Pandasecret1
27144081
/* Description */
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text/x-wiki
[[File:Gym1.png|none|thumb|815x815px]]
== Description ==
<strong>Modeled after the Empyreal Lord Falayna's Half - Empty Palace in Illumis, the fifth tier of Heaven, this sleek contemporary building has its doors open to any well-to-do adventurer aiming to improve themselves. In particular, the over sixty-foot tall gymnasium offers a multitude of areas, machines, and trainers to improve the body of anyone who enters its halls, from burly giants to wispy sylphs. Weightlifting, swimming, sparring, and even counseling is overseen by [[Azeriah of the Three Rings|Azeriah of the Three Rings, the demigoddess of strength and physique]]. She also goes by the alternative title "Punch Queen" and is nicknamed "Ace" or "Azzy" by her friends. </strong>
<strong>In front of the massive gym are statues of various deities of the Strength domain. Most prominently the aforementioned Falayna, but also Kurgess, Arshea, Irori, and several other neutral and good-aligned gods and goddesses. Recently, the statue of Cayden was added after a period of time where Azeriah had lost respect for the Drunken deity, but has since included them again. Behind the statues are tall windows to display the bustling activity within the building, sporting demigods and scores of adventurers and common folk alike working out to strive for the best they can be. A dedicated portal room holds a Gate to access Azeriah's demiplane, the [[Fortress of Swolitude]]. In the back, one can get some stress relief by meditating in a nice relaxing bathhouse.</strong>[[File:Bathhouse.png|none|thumb|799x799px|Relax in the bathhouse]]
The gym is staffed by followers of Azeriah, and call themselves Azerites. They embody those ideals with physical fitness, strength and glory, and dedication to do good for the community.
[[File:Azerite.png|none|thumb|337x337px|An Azerite bathhouse employee]]
5z2ba66ikws5dxrw6mk2bk0x7pmdyfm
The Mialin Household
0
837
1747
2020-11-12T02:37:11Z
Mirahvesius
46672184
Created the Mialin Household page.
1747
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text/x-wiki
{{Infobox_organization|title1 = The Mialin Household|image1 = Mialin Crest.png|caption1 = "azure a square petaled plus or in full"|named_after = The believed founder of the household, Cotorius Mialin|land_of_origins = Absalom|alignment = LN|headquarters = The Mialin Manor, Ivy district|other_locations = Multiple training facilities and garrisons on the Isle of Kortos|region_of_operations = The Isle of Kortos|purpose = Military house|owner = Kathirtos Mialin- Current Head}}The Mialin Household is a primarily military-based house that helps train many of the Absalom guard, as well as supply them with guard posts in various areas of the isle. Overall considered a minor house in comparison to many of the other houses of Absalom, the Mialin Household details that they are descendents of one of Aroden's close advisors- stating a name "Cotorius Mialin." They also proclaim they are descendents of Azlanti blood, which gives them pedigree over the other houses. This claim, being rather common amongst nobility, does appear to have some level of repute in that Cotorius Mialin was once a man who served in Absalom long ago, but the degree of the household's connection to him- or even whether or not he was even connected to Aroden in any way- is a tenuous thread.
All the more tenuous is the household's belief that Aroden was slated to be eventually returned to life, resurrected, as one of the heirs of the household- citing some prophecy. Unlike the rest of the claims which are fairly common and not overly remarkable amongst noble families, this belief tends to not overly endear the household to others in Absalom. The concept of Aroden reincarnating as a human to aid humanity against some great evil is not a new one, but many view the Mialin household's claim to being "prophesized" to this end is viewed by many as- at best- vainglory... At worst, blatant arrogance and disrespect. This isn't helped by the family's use of spiritualistic traditions and rituals, blending traditional militant training and concepts with almost shamanistic principles, especially in regards to their rights of ascension, many consider the household practically 'religious fanatics' and cite these beliefs as part of why the family has never made it beyond lesser nobility.
== The Rite of Succession ==
Every generation, members of the main line of the family perform a ritual to see who shall be the next head of the family. This practice is done in a contingency of singular rituals involving each of the children of the current head attempting to invoke a spiritual weapon to guide and serve their child. The one who succeeds at invoking a spirit weapon is believed to be the next successor to the family, with the weapon acting as a guide and confidant, in exchange for the ability to maintain a form and life in the material world. The most recent to succeed in this ritual, [https://absalom-the-city-of-secrets.fandom.com/wiki/Katusia_Mialin Katusia Mialin], is the first non-human to be labeled the successor. This tumultuous
[[File:Spirit weapon.jpg|thumb|220x220px|Emorin- the spirit weapon of Kathirtos Mialin]]
situation has caused many in the family to begin questioning the connection to Aroden themselves, as it seems almost paradoxical that a household that follows the teachings of Aroden would have a non-human successor according to the family's beliefs. While they do not believe Aroden to look down on other races, as a house meant to bear the eventual revival of the god, it seemed contradictory that a non-human could be part of that contingency.
Regardless of this fact, the spirit weapon chose Katusia, and she is now believed to be something of a harbinger of change for the family, either in approach or belief. The spirit weapons they believe were a relic left behind by the Azlanti would not guide them astray, so there is a high expectation that Katusia has something to teach the household, and many of them are worried- to say the least- that it is a lesson they are not ready or willing to hear.
The children of the previous head who are not chosen are expected to become vassals of the new head, as well as expected to go search for pieces of the house's history and relics of their involvement on the world stage. The spirit weapons themselves tend to not bear any information- it is unknown how old they are, but they do not share the history they have, simply guiding their current bearers in the right direction through counsel... and sometimes by applying force to the enemies of the family.
== Mialin's History ==
[[File:Mialin Manor.jpg|thumb|220x220px]]
The household have a manor in the Ivy district like most nobles, although the one in particular they hold had been destroyed four times. The most recent, during the Rovagug event, seemed almost like an insult- a stray blast that just so happened to destroy the house while nobody save for a few servants were inside, not even a targeted destruction. It was rebuilt within the year, however during each destruction, much of the history of the house has been lost.
It is no doubt to anyone in the nobility that the Mialin family is an old one- perhaps as old as, or even older than Absalom itself- however given the constant destruction of their relics, heirlooms, and bearings, it is questionable the validity of almost anything, and many people source this to some of the confusion in the household's belief system. Many of the Mialin family hold reservations about this as well, but for the most part refuse to voice them due to how it would affect the household if people started backing down on their claims. One of the duties of members of the household is to search for relics that can be connected to the family to assist in proving the family's claims.
== The Future of the Mialins ==
As of now, with Katusia at the forefront of the family's attention- both internal and external- there are a lot of questions without answers. These burning questions are expected to be answered by Katusia in time, but at the moment the girl is just as confused as the rest. She herself had not expected to be accepted by a spirit weapon, and only the spirit weapons may know why she was accepted. However, as usual, they refuse to answer these questions- whether or not they truly know themselves. More often than not, questions about such things are met with cryptic answers at best.
Regardless of this, the household is currently in an era of change, and not all of the household is accepting of this. While many of them are worried or upset, much of the household is simply waiting to see what happens, or searching for themselves... however there are certain elements within the house that are contentious of such changes, fearful that it may disprove what claim the family has to power... Or worse, make the family appear as something directly opposed to what they claim. A hypocrisy at the core of their formative beliefs might just shatter the family entirely, bringing it to ruin.
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The Morayuki Household
0
876
1879
2021-04-19T20:36:17Z
Mirahvesius
46672184
Created page with "{{Infobox_organization|land_of_origins=Goka, Tien|alignment=CG|headquarters=The Morayuki Mansion, Goka|other_locations=Myr's Townhouse in Absalom|region_of_operations=Goka|pur..."
1879
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text/x-wiki
{{Infobox_organization|land_of_origins=Goka, Tien|alignment=CG|headquarters=The Morayuki Mansion, Goka|other_locations=Myr's Townhouse in Absalom|region_of_operations=Goka|purpose=Undisclosed|owner=Myr Forestria|members=Myr Forestria|image1=146036421-vector-family-crest-with-sleeping-fox.jpg}}
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1882
1879
2021-04-20T00:18:20Z
Mirahvesius
46672184
1882
wikitext
text/x-wiki
{{Infobox_organization|land_of_origins=Goka, Tien|alignment=CG|headquarters=The Morayuki Mansion, Goka|other_locations=Myr's Townhouse in Absalom|region_of_operations=Goka|purpose=Undisclosed|owner=Myr Forestria|members=Myr Forestria|image1=146036421-vector-family-crest-with-sleeping-fox.jpg}}The Morayuki Household was once a family of Kitsune who had gained noble title in Goka as a result of their ability to handle supernatural effects. They were espescially skilled martial combatants, capable of summoning arenas that allowed them to select weapons particularly suited to whatever they were facing, hunt down, and defeat various creatures normal people could never contend with. At one point, however, the family seemed to suddenly retreat into the wilds. It wasn't common that people would see them, and their family name somewhat fell from memory. This was very much an intentional strategy from the head of the household at the time, Karisia Morayuki. Most mortals would be incapable of dealing with the new monstrosity they were dealing with. They received a stipend from Goka to continue their vigilent watch away from society, and continued to live this way in the quiet.
It was generations that this quiet existence continued, before being let upon by an outburst of violence from within. The then-matriarch, Laixin Morayuki, butchered the rest of her household, leaving only one survivor- [https://absalom-the-city-of-secrets.fandom.com/wiki/Myr_Forestria Mirrin Morayuki]... And even then, only just. With the household abandoned, and the only remaining member of the family having seemingly disappeared into the night, a disease passed through the few who remembered what the family protected... And even moreso when the house began to act up once more.
== The Past ==
In the early days of the household, it was far from nobility. The family was a small group of kitsune who handled jobs around the city. Exorcisms, demon hunting... They handled the matters that a common guard couldn't handle. And they were good at it. One by one, they would kill demons, exorcise spirits, hunt mystical beasts... By the time they had officially been recognized by the current ruler of Goka, they had already to some extent been small-time heroes for a few decades recognized by the populace. This came with some holdings of land in Goka, and some stipends for their continued activities.
The house hold continues to grow in power, but not in size. They stayed relatively small, and trained each generation to not only learn the habits and powers of their past, but develop new ones and grow. Instead of being staunch traditionalists, the Morayuki household prided itself on always moving forward. The trials and tribulations of the present never ceased to change, and as such why should they? Stagnation would kill their family, and this was a constantly known thing. Which is the reason why when things made the biggest change, they were ready.
== Ghatanathoa ==
Suddenly, and appearing almost out of nowhere, Ghatanathoa descended unto Tian. It began in the countryside of Goka, Ghatanathoa's treacherous powers beginning to turn people against each other in pursuit of power. Almost overnight, five towns had begun warring with themselves, neighbors turning on neighbors and families killing their loved ones. This madness was rapidly growing, with no sign of it ending, and happening faster than anyone knew how to deal with. Lies, deceit, and bloodlust began to trickle through the countryside, poisoning the minds of those who interacted with it and developing a cult at terrifying speeds.
Calling on the Morayuki family, the current regent requested the matter be dealt with. The family had never dealt with the dark tapestry or it's residents before, so they began to lash out how they always did: With blade and magic. This didn't work in any way, and more and more of their own fell as they tried to deal with the problem. Realizing they were now just throwing bodies at a problem rather than solving it, they quickly changed tactics and attempted to figure out what they were fighting. Not being able to truly find an answer outside of mad scribblings, they sought new solutions. This was when one of them realized they could temporarily "freeze" the entity when they found it, having looked up eldritch and elder signs. They attempted to create a prison of glyphs, marks, and runes that were powered by incredibly potent magic, and bound it for the briefest of instants to themselves. They didn't last, as the powers of this god were too much for the warrior to fight back.
Collectively, they lured Ghatanathoa toward the mountains, away from society, and sealed the god using multiple rituals tied to their bloodline. It was a long and grueling battle that they almost lost, but as soon as Ghatanathoa was put to slumber, the family could see it's influences beginning to fade in the world. Finally, the battle was won. They agreed to build a new home over Ghatanathoa's prison, the regent giving them any amount of material requirements needed to seal the creature away far from society.
<br />
15asswhm3stz7yx233kwufn5d8v4b3l
1883
1882
2021-04-20T02:04:06Z
Mirahvesius
46672184
1883
wikitext
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{{Infobox_organization|land_of_origins=Goka, Tien|alignment=CG|headquarters=The Morayuki Mansion, Goka|other_locations=Myr's Townhouse in Absalom|region_of_operations=Goka|purpose=Undisclosed|owner=Myr Forestria|members=Myr Forestria|image1=146036421-vector-family-crest-with-sleeping-fox.jpg}}The Morayuki Household was once a family of Kitsune who had gained noble title in Goka as a result of their ability to handle supernatural effects. They were espescially skilled martial combatants, capable of summoning arenas that allowed them to select weapons particularly suited to whatever they were facing, hunt down, and defeat various creatures normal people could never contend with. At one point, however, the family seemed to suddenly retreat into the wilds. It wasn't common that people would see them, and their family name somewhat fell from memory. This was very much an intentional strategy from the head of the household at the time, Karisia Morayuki. Most mortals would be incapable of dealing with the new monstrosity they were dealing with. They received a stipend from Goka to continue their vigilent watch away from society, and continued to live this way in the quiet.
It was generations that this quiet existence continued, before being let upon by an outburst of violence from within. The then-matriarch, Laixin Morayuki, butchered the rest of her household, leaving only one survivor- [https://absalom-the-city-of-secrets.fandom.com/wiki/Myr_Forestria Mirrin Morayuki]... And even then, only just. With the household abandoned, and the only remaining member of the family having seemingly disappeared into the night, a disease passed through the few who remembered what the family protected... And even moreso when the house began to act up once more.
== The Past ==
In the early days of the household, it was far from nobility. The family was a small group of kitsune who handled jobs around the city. Exorcisms, demon hunting... They handled the matters that a common guard couldn't handle. And they were good at it. One by one, they would kill demons, exorcise spirits, hunt mystical beasts... By the time they had officially been recognized by the current ruler of Goka, they had already to some extent been small-time heroes for a few decades recognized by the populace. This came with some holdings of land in Goka, and some stipends for their continued activities.
The house hold continues to grow in power, but not in size. They stayed relatively small, and trained each generation to not only learn the habits and powers of their past, but develop new ones and grow. Instead of being staunch traditionalists, the Morayuki household prided itself on always moving forward. The trials and tribulations of the present never ceased to change, and as such why should they? Stagnation would kill their family, and this was a constantly known thing. Which is the reason why when things made the biggest change, they were ready.
== Ghatanathoa ==
Suddenly, and appearing almost out of nowhere, Ghatanathoa descended unto Tian. It began in the countryside of Goka, Ghatanathoa's treacherous powers beginning to turn people against each other in pursuit of power. Almost overnight, five towns had begun warring with themselves, neighbors turning on neighbors and families killing their loved ones. This madness was rapidly growing, with no sign of it ending, and happening faster than anyone knew how to deal with. Lies, deceit, and bloodlust began to trickle through the countryside, poisoning the minds of those who interacted with it and developing a cult at terrifying speeds.
Calling on the Morayuki family, the current regent requested the matter be dealt with. The family had never dealt with the dark tapestry or it's residents before, so they began to lash out how they always did: With blade and magic. This didn't work in any way, and more and more of their own fell as they tried to deal with the problem. Realizing they were now just throwing bodies at a problem rather than solving it, they quickly changed tactics and attempted to figure out what they were fighting. Not being able to truly find an answer outside of mad scribblings, they sought new solutions. This was when one of them realized they could temporarily "freeze" the entity when they found it, having looked up eldritch and elder signs. They attempted to create a prison of glyphs, marks, and runes that were powered by incredibly potent magic, and bound it for the briefest of instants to themselves. They didn't last, as the powers of this god were too much for the warrior to fight back.
Collectively, they lured Ghatanathoa toward the mountains, away from society, and sealed the god using multiple rituals tied to their bloodline. It was a long and grueling battle that they almost lost, but as soon as Ghatanathoa was put to slumber, the family could see it's influences beginning to fade in the world. Finally, the battle was won. They agreed to build a new home over Ghatanathoa's prison, the regent giving them any amount of material requirements needed to seal the creature away far from society. Since then, they have been receiving stipends of goods and resources to keep themselves sharp in case Ghatanathoa ever attempted to break free again. Somewhat becoming the custodians of the elder god, the Morayuki Family bore their trust of silence, allowing themselves to fade into obscurity instead of enjoying the fame they once knew. As time went on, the family name began to disappear from all records, with rumors beginning to speak of dangerous fox-folk in the mountains that could devour your soul. It kept locals away and made the area easier to patrol, even if it made the once-noble household appear as demons. After all, simply knowing the name of an entity such as this gave it power.
== The Night of Dark Sums ==
Approximately eleven years ago by current reckoning- the Fourteenth of Abadius, 4720 AR, the current matriarch of the Morayuki family, Karisia Morayuki, fell to the temptations of Ghanatanathoa. The greatest warrior the house had known to that time warped and twisted, before setting out to butcher her own children and family, sparing none so the secrets of how to seal the elder god would be lost to the world after so many generations. The intention had been that Karisia would slaughter her entire family, then awaken Ghanatanathoa from it's dark slumber with none left that could hide it away. What nobody expected, however, was a child seemingly touched by destiny itself- Mirrin Morayuki, or as she is now known, Myr Forestria. The young child attempted to protect her siblings, and in a stroke of fortune landed a killing blow on her mother. While this did not end the woman's mad rampage, it did require her to resurrect herself. The long process spoiled her body, and the blood of her children no longer was attainable. With the required reagent to open Ghanatanathoa's tomb gone, she had to enter a stage of planning.
She began to bring in creatures from the Dark Tapestry- just enough that the royal family would draw notice and seek out her missing child. As to her plan, Myr was alerted, and immediately began gathering her things. As much as she may have tried to escape the horrors of what had happened to her that night, she felt she still had a duty to finish what she left behind. Fortunately for Myr, she had gathered the aid of adventurers through the pathfinder society. Had she not, things would have ended quite differently.
Karisia Morayuki attempted to leverage her daughter's blood as the catalyst to awaken Ghanatanathoa, however interference from three other adventurers prevented Karisia from interfering with Myr's attempts to instead tighten the seal on the prison. Karisia was plunged into the Dark Tapestry, and Ghanatanathoa is now once more sealed, this time more firmly than before.
== Holdings ==
As of now, the present head of the Morayuki family, Myr Forestria, does not maintain the holdings in Goka. She makes occasional visits to ensure that the prison is maintained, and is not tampered with, however as it presently stands the only way of breaking the prison is a closely guarded secret. Myr Forestria is presently residing in Absalom, maintaining a small business that is marked with the symbol of her family.<br />
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The Razors of House Dolour’s Expeditionary Force
0
457
913
2020-02-04T21:05:52Z
Arizties
44989619
Wrote the list.
913
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# Pillage, then burn.
# Range support covers a multitude of sins.
# Range support and friendly fire should be easier to tell apart.
# Never turn your back on an enemy.
# Once is happenstance. Twice is a coincidence. Three times is a pattern.
# When in doubt, empty your quiver.
# Perception is not reality. You may choose to ignore reality but reality is never going to ignore you.
# Do unto others.
# People who say the ends justify the means are either unable or unwilling to find better means.
# Don't break anybody's heart, they have only one. Break their bones, they have 206.
# Marksmen motto: Only you can prevent friendly fire.
# Your name is in the mouth of others: be sure it has teeth.
# The longer everything goes according to plan, the bigger the impending disaster.
# If your attack is going well, you have walked into an ambush.
# If you're not willing to attack your own position, you're not willing to win.
# Don't be afraid to be the first to resort to violence.
# If violence wasn’t your last resort, you failed to resort to enough of it.
# If the price of collateral damage is high enough, you might be able to get paid to bring ammunition, magic items, and material components home with you.
# The enemy of my enemy is my enemy's enemy, no more, no less.
# A little trust goes a long way. The less you use, the further you'll go.
# Never attribute to stupidity that which is adequately explained by malice.
# If you're leaving tracks, you're being followed.
# If the enemy is in range, so are you.
# That which does not kill me has made a tactical error.
# There is no 'overkill.' There is only ‘shoot’, and 'I need more ammunition.'
# Not all good news is enemy action.
# No good deed goes unpunished. No bad deed should go unpunished either.
# "They'll never expect this" means "I want to try something stupid."
# If it's stupid and it works, it's still stupid and you're lucky.
# Always check around doors and corners. Curiosity did not, in fact, kill the cat. Carelessness did.
# There's a fine line between genius and insanity. Tread carefully.
# If it will blow a hole in the ground, it will double as an entrenching tool.
# The size of the combat bonus is inversely proportional to the likelihood of surviving to collect it.
# Don't try to save money by conserving ammunition.
# Weapons, poisons, and magic items exist for a singular purpose - to be used.
# Incoming attacks have the right of way.
# Be courteous, be professional, and always have a plan to kill everyone or everything you meet.
# No battle plan survives contact with the enemy.
# Don't expect the enemy to cooperate in the creation of your dream engagement.
# Always have a backup plan. It's all fun and games until someone loses it.
# If you find yourself in a fair fight, you didn’t plan your attack properly.
# Every client is one missed payment away from becoming a target.
# Every target is one bribe away from becoming a client.
# When a client says is ‘Very pleased with your work’, it means ‘Now go hurt some people and break their stuff.’
# Let them see you sharpen the sword before you fall on it.
# The army you've got is never the army you want.
# The intelligence you've got is never the intelligence you want.
# It's only too many troops if you can't pay them.
# It's only too many weapons if they're pointing in the wrong direction.
# The pen is mightiest when it writes orders for swords.
# Two wrongs is probably not going to be enough.
# Don't complain about training. The more you sweat in training, the less you'll bleed in battle.
# The best techniques are passed down by the survivors.
# Anything worth doing will make a mess.
# Anything worth fighting for is worth fighting dirty for.
# Any weapon's rate of fire is inversely proportional to the number of available targets.
# Don't bring big explosions into small rooms.
# The nobles know how to do it by knowing who can do it.
# An ounce of sniper is worth a pound of suppressing fire.
# Necessity is the mother of deception.
# If you can't carry money, carry a weapon.
# Negotiating from a position of strength does not mean you shouldn’t also negotiate from a position near the exits.
# Sometimes rank is a function of firepower.
# Failure is not an option. It is mandatory. The option is whether or not to let failure be the last thing you do.
== References ==
# [https://www.ovalkwiki.com/index.php/The_Seventy_Maxims_of_Maximally_Effective_Mercenaries The Seventy Maxims of Maximally Effective Mercenaries]
# [https://www.royalroad.com/fiction/8100/binary-soul Binary Soul]
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The Singer
0
384
752
2019-10-30T00:53:49Z
Selerik
1399449
Created page with " == '''Backstory''' ==<br />{{ATCOS_Character_Infobox|title1 = The Singer|image1 = TheSinger.jpg/caption1 = The Song That Sang Itself|gender = Male|race = Human|class = Bard/A..."
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== '''Backstory''' ==<br />{{ATCOS_Character_Infobox|title1 = The Singer|image1 = TheSinger.jpg/caption1 = The Song That Sang Itself|gender = Male|race = Human|class = Bard/Arcanist|alignment = Neutral Good|deity = Shelyn|age = 34|height = ~6'0"|weight = 150|hair = Brown|eyes = Brown}}
=== A Song With No Beginning<nowiki/> ===
No one seems to know quite where The Singer is from, or what his story is. If he had a family, friends, lovers. All a person might learn about him if they asked, is that this human has been traveling for nearly two decades to spread his song to who will listen. He never gives his name, he often spreads the coin he receives to others, and he refuses to lay a hand on anyone or anything to cause them harm.
Given nothing else to call him, people simply know him as The Singer.
== '''Story So Far''' ==
He showed up on a fair wind as if carried by the music, and has spread his song to all whole care to listen since his arrival.
Somehow this ordinary looking man has survived with only the sound of his voice through multiple encounters in the Iroririum, and each time given praise to those he entered alongside.
== '''Appearance''' ==
Dressed in light travel clothes with no weapons or armor to be seen. If not for the small buckler on one arm with the designs of lyrical notes engraved onto it, it would be easy to mistake him for someone who doesn't adventure at all. Just another ordinary soul.
His entire way of dressing is as unassuming as it is approachable.
== '''Personality''' ==
Easy going and carefree, this enthusiastic aging human has all the warmth and compassion of a naive youth. His face seems permanently shifted into a content smile and he genuinely seems happy to talk to everyone he meets.
== '''Friends''' ==<br />* Everyone
* But Especially You
== '''Enemies''' ==<br />* None
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753
752
2019-10-30T00:54:36Z
Selerik
1399449
Adding categories
753
wikitext
text/x-wiki
== '''Backstory''' ==<br />{{ATCOS_Character_Infobox|title1 = The Singer|image1 = TheSinger.jpg/caption1 = The Song That Sang Itself|gender = Male|race = Human|class = Bard/Arcanist|alignment = Neutral Good|deity = Shelyn|age = 34|height = ~6'0"|weight = 150|hair = Brown|eyes = Brown}}
=== A Song With No Beginning<nowiki/> ===
No one seems to know quite where The Singer is from, or what his story is. If he had a family, friends, lovers. All a person might learn about him if they asked, is that this human has been traveling for nearly two decades to spread his song to who will listen. He never gives his name, he often spreads the coin he receives to others, and he refuses to lay a hand on anyone or anything to cause them harm.
Given nothing else to call him, people simply know him as The Singer.
== '''Story So Far''' ==
He showed up on a fair wind as if carried by the music, and has spread his song to all whole care to listen since his arrival.
Somehow this ordinary looking man has survived with only the sound of his voice through multiple encounters in the Iroririum, and each time given praise to those he entered alongside.
== '''Appearance''' ==
Dressed in light travel clothes with no weapons or armor to be seen. If not for the small buckler on one arm with the designs of lyrical notes engraved onto it, it would be easy to mistake him for someone who doesn't adventure at all. Just another ordinary soul.
His entire way of dressing is as unassuming as it is approachable.
== '''Personality''' ==
Easy going and carefree, this enthusiastic aging human has all the warmth and compassion of a naive youth. His face seems permanently shifted into a content smile and he genuinely seems happy to talk to everyone he meets.
== '''Friends''' ==<br />* Everyone
* But Especially You
== '''Enemies''' ==<br />* None
[[Category:Characters]]
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2019-10-30T00:59:44Z
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== '''Backstory''' ==
{{Infobox_character|name = The Singer|image = TheSinger.jpg|imagecaption = "The Song That Sang Itself"|marital = Unknown|birthDate = Unknown, appears mid-thirties|birthPlace = Unknown|species = Human|gender = Male|height = 6'0"|weight = 150|hair = Brown|eyes = Brown}}
=== A Song With No Beginning ===
No one seems to know quite where The Singer is from, or what his story is. If he had a family, friends, lovers. All a person might learn about him if they asked, is that this human has been traveling for nearly two decades to spread his song to who will listen. He never gives his name, he often spreads the coin he receives to others, and he refuses to lay a hand on anyone or anything to cause them harm.
Given nothing else to call him, people simply know him as The Singer.
== '''Story So Far''' ==
He showed up on a fair wind as if carried by the music, and has spread his song to all whole care to listen since his arrival.
Somehow this ordinary looking man has survived with only the sound of his voice through multiple encounters in the Iroririum, and each time given praise to those he entered alongside.
== '''Appearance''' ==
Dressed in light travel clothes with no weapons or armor to be seen. If not for the small buckler on one arm with the designs of lyrical notes engraved onto it, it would be easy to mistake him for someone who doesn't adventure at all. Just another ordinary soul.
His entire way of dressing is as unassuming as it is approachable.
== '''Personality''' ==
Easy going and carefree, this enthusiastic aging human has all the warmth and compassion of a naive youth. His face seems permanently shifted into a content smile and he genuinely seems happy to talk to everyone he meets.
== '''Friends''' ==<br />* Everyone
* But Especially You
== '''Enemies''' ==<br />* None
[[Category:Characters]]
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The noble house of Weiß.
0
609
1254
2020-05-30T09:24:46Z
Phaedranor
45947074
Created page with "http://prntscr.com/sqjh6m On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of powe..."
1254
wikitext
text/x-wiki
http://prntscr.com/sqjh6m
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1259
1254
2020-05-30T09:29:40Z
Phaedranor
45947074
Changed picture from link to visible
1259
wikitext
text/x-wiki
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1260
1259
2020-05-30T22:06:10Z
Phaedranor
45947074
1260
wikitext
text/x-wiki
== History ==
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1261
1260
2020-05-30T22:06:58Z
Phaedranor
45947074
1261
wikitext
text/x-wiki
something at the top there
== History ==
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1262
1261
2020-05-30T22:42:03Z
Phaedranor
45947074
1262
wikitext
text/x-wiki
== Appearance ==
{{ATCOS_Character_Infobox|title1 = Eos Weiß}}Eos Weiß (weiss), being the first born of the noble house of Weiß, is a follower of the family creed "Swift in movement, Strength of mind, Ruthless in battle." Dressing primarily in military formal wear Eos rarely lets loose in terms of dress, restricting herself to only lowering her guard around her sister, Bo. A black military grade jacket over chest wraps with navy blue long pants is what you can expect her to be wearing while walking the street but when threatened with combat the jacket comes unzipped and the pants are stripped to reveal shorts with no loose material to be seen, hugging her natural curves very tightly. Supposedly this is to excel in combat and not allow her opponents any purchase with which to throw or grapple her but it's obvious to those who witness her battle attire that there is a distinct element of narcissism involved.
Standing just over six foot this silver-grey haired Fanglord has short, cropped bangs with lengthy free flowing hair extending past her hips with black tipped fuzzy ears atop her head. Piercing grey eyes are her most visually striking feature unless in combat which then would be her striking figure and overly proportioned bust. When not travelling alongside her sister Eos is quite the reserved person, observing military etiquette and mannerisms while keeping mostly to herself. Her speech is clipped and formal while remaining respectful at all times but is quick to fall into drill instructor mode when witnessing someone make a mistake even basic recruits should know. When traveling alongside her sister her patterns of speech become much more relaxed and open, her trying subconsciously to draw her in closer and feel welcome even in the most dire of circumstances.
== History ==
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1263
1262
2020-05-30T22:44:13Z
Phaedranor
45947074
1263
wikitext
text/x-wiki
== Appearance ==
Eos Weiß (weiss), being the first born of the noble house of Weiß, is a follower of the family creed "Swift in movement, Strength of mind, Ruthless in battle." Dressing primarily in military formal wear Eos rarely lets loose in terms of dress, restricting herself to only lowering her guard around her sister, Bo. A black military grade jacket over chest wraps with navy blue long pants is what you can expect her to be wearing while walking the street but when threatened with combat the jacket comes unzipped and the pants are stripped to reveal shorts with no loose material to be seen, hugging her natural curves very tightly. Supposedly this is to excel in combat and not allow her opponents any purchase with which to throw or grapple her but it's obvious to those who witness her battle attire that there is a distinct element of narcissism involved.
Standing just over six foot this silver-grey haired Fanglord has short, cropped bangs with lengthy free flowing hair extending past her hips with black tipped fuzzy ears atop her head. Piercing grey eyes are her most visually striking feature unless in combat which then would be her striking figure and overly proportioned bust. When not travelling alongside her sister Eos is quite the reserved person, observing military etiquette and mannerisms while keeping mostly to herself. Her speech is clipped and formal while remaining respectful at all times but is quick to fall into drill instructor mode when witnessing someone make a mistake even basic recruits should know. When traveling alongside her sister her patterns of speech become much more relaxed and open, her trying subconsciously to draw her in closer and feel welcome even in the most dire of circumstances.
== History ==
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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1279
1263
2020-05-31T05:22:55Z
Phaedranor
45947074
1279
wikitext
text/x-wiki
== Appearance ==
[[File:Eos (battle mode).png|thumb|220x220px]]
[[File:Eos (Magic casting).png|thumb|227x227px]]
Eos Weiß (weiss), being the first born of the noble house of Weiß, is a follower of the family creed "Swift in movement, Strength of mind, Ruthless in battle." Dressing primarily in military formal wear Eos rarely lets loose in terms of dress, restricting herself to only lowering her guard around her sister, Bo. A black military grade jacket over chest wraps with navy blue long pants is what you can expect her to be wearing while walking the street but when threatened with combat the jacket comes unzipped and the pants are stripped to reveal shorts with no loose material to be seen, hugging her natural curves very tightly. Supposedly this is to excel in combat and not allow her opponents any purchase with which to throw or grapple her but it's obvious to those who witness her battle attire that there is a distinct element of narcissism involved.
Standing just over six foot this silver-grey haired Fanglord has short, cropped bangs with lengthy free flowing hair extending past her hips with black tipped fuzzy ears atop her head. Piercing grey eyes are her most visually striking feature unless in combat which then would be her striking figure and overly proportioned bust. When not travelling alongside her sister Eos is quite the reserved person, observing military etiquette and mannerisms while keeping mostly to herself. Her speech is clipped and formal while remaining respectful at all times but is quick to fall into drill instructor mode when witnessing someone make a mistake even basic recruits should know. When traveling alongside her sister her patterns of speech become much more relaxed and open, her trying subconsciously to draw her in closer and feel welcome even in the most dire of circumstances.
== History ==
[[File:HouseWeiß.png|thumb|220x220px]]
On the isle of Erran, off the Northern coast of Kortos, the noble house of Weiß serves as one of the strongest military households in terms of power and prestige. Producing valuable and successful military generals in their male heirs and powerful female warriors who often act as devious concubines/assassins the house has maintained their status through ruthless political gambles, known for being ferocious opponents in strategic operations with minimal bloodshed. Their ferocity in battle knows few peers which was the primary reason they've been granted the honor of serving as the training house for the Naval base in Escadar. Although they despise Naval combat they take their duty very seriously, treating all of the military men who pass through their gates and their hellish training as honorary members of their house. Thus gaining the favor, respect and loyalty of the military machine in Escadar.
The current younger generation of the House of Weiß is entirely female, much to the displeasure of the lord, and the current heir Eos has been tasked to go out into Kortos to bring back a suitable mate with which to use as breeding stock to carry on the family bloodline. Having birthed a runt in her previous litter, a child cursed with dark magics, the lady of the house was cast out and subsequently died after it was claimed that she was of impure blood by the lord. The eldest daughter of the current lord, Eos, has been trained as all heirs of the house are. Going through unspeakable training to toughen their body and mind. The younger daughter, Bo, was the runt of the litter and was nearly cast out with her mother at age four. However, she was kept on as a handmaiden at the behest of her sister and was removed from the family tree. Forbidden from taking the family name.
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Thelaris Coffee Company
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649
1341
2020-05-31T20:28:48Z
Myrforestria
45954463
Created page with "==Thelaris Coffee Company== {{Infobox_location|title = Thelaris Coffee Company|image = CoffeeThelaris.jpeg|imagecaption = Thelaris Coffee- Thelaris Blend, khave, and Mwangi Ju..."
1341
wikitext
text/x-wiki
==Thelaris Coffee Company==
{{Infobox_location|title = Thelaris Coffee Company|image = CoffeeThelaris.jpeg|imagecaption = Thelaris Coffee- Thelaris Blend, khave, and Mwangi Jungle, left to right.|type = Company|location = Absalom}}The brainchild of [https://absalom-the-city-of-secrets.fandom.com/wiki/Melissa_Thelaris Matriarch Melissa Thelaris] of [https://absalom-the-city-of-secrets.fandom.com/wiki/House_Thelaris House Thelaris], the Thelaris Coffee Company is a large-scale import and export company out of Absalom, with most import coming from the Mwangi Expanse, and the bulk of it's export going to Katapesh, the Shining Kingdoms, and The Saga Lands- although Katapesh is one of the main sources of income for the company. The company's focus is on the purchase, cultivation, and export of quality coffee beans and blends, with a particular pride on their home blend, Thelaris House Blend, which has grown in popularity due to a smooth, rich body, a slightly subtle nuttiness, a decadent aroma, and a potent effect, making it one of the strongest coffees on the market, and a growing mainstay of social gatherings in Katapesh and Absalom, where the bulk of the company's chains operate.
Melissa, having taken the idea to maintain coffee houses from Katapesh, started stores in various parts of the world focused on selling her wares. These coffee houses, which were already popular in Katapesh and parts of the Mwangi Expanse and Impossible Lands bordering the desert country, have been skyrocketing in popularity since their advent, and steadily become an important part of many areas.
==Coffee Houses==
[[File:7390649_orig.jpg|thumb|A gathering at a coffee house]]A coffee house sells coffee both to social gatherings and to connosieurs. One can purchase a pound of coffee for 5 coppers for Khave Coffee, likely the most popular blend, 8 coppers for a pound of Mwangi Jungle Blend, or 1 silver for Thelaris House Blend. Meanwhile, purchasing a single cup of coffee, already brewed, at the house costs one copper a cup for Khave, two for Mwangi Blend, or three for Thelaris House Blend. They also sell baked goods and snacks that are either made in-house or come from local eateries to go with the coffee.
These coffee houses have quickly become a mainstay of business deals among the nobility in the upper crust, and a place for a quick pick-me-up for the guard and civilians alike throughout the rest of the city of Absalom. On occasion, even adventurers stop in for a quick cup, due to the almost magical properties of the Thelaris House Blend to re-invigorate and maintain the energy levels of the consumer.
The coffee houses are decorated to be welcoming, with comfortable seating, and trained baristas who are taught to extract the best out of the beans to make a cup that is typically far superior in taste and mouthfeel to what can often be brewed at home. The atmosphere is gentle, and much like at an inn, sometimes popular bards will come in to play soothing music, given free drinks and snacks more often than not. On occasion, the matriarch of the family- Melissa herself- will be found brewing and serving alongside her trained Baristas. The sleepy girl almost seems to light up when working with coffee, and is often a delight to behold behind the counter. Heads of other companies sometimes frequent these establishments in the hopes of striking up conversations with Melissa and potentially creating business deals with the rising power in the mercantile industry.
For those with a slightly different palatte, no offense is taken: Both coffee and tea are equally distributed at the house, with tea being more popular than coffee in some parts of Absalom, as nobility and businessmen alike preferring the beverage unless Melissa is around, since it is commonly known that the quickest way to Melissa's heart is to enjoy a cup of warm coffee with her, espescially if you are willing to drink her house blend... and even moreso if you are willing to try one of her latest experiments on her quest to create the ultimate cup of coffee!
==Wares==
[[File:Roasted_coffee_beans.jpg|thumb|Coffee]]While the focus of the company is on Coffee and Tea- both of which offered at her coffee houses- the company is also responsible for the creation and production of many popular alchemical items and potions, and the trading and export of these goods is one of the reasons adventurers can rather frequently find these items in large supply. While they are far from the only company that trades these materials, adding their attention to this market helps maintain these alchemical items as widely available. They maintain competitive pricing on alchemical items and potions with the rest of the world in general. Pricing for coffee at her stores are as follows:
{| border="0" align="left" cellspacing="0" cellpadding="0" style="width:500px;" class="article-table"
|-
! scope="col"|Brand
! scope="col"|Price per Cup
! scope="col"|Price per Bag
! scope="col"|Effect
|-
! scope="col"|Khave Coffee
! scope="col"|1 copper a cup
! scope="col"|5 copper a bag
! scope="col"|A light, aromatic drink
|-
|Mwangi Jungle Blend
|2 CP a cup
|8 CP a bag
|For one hour, reduce the effects of the Fatigued condition to -1
|-
|Thelaris House Blend
|3 cp a cup
|1 SP a bag
|As Mwangi Jungle Blend, however grants a +1 bonus to resist nonmagical fatigue effects.
|}
A single bag of coffee is known to be enough to make 48 6-oz cups a pound. While drinking the coffee cold is typically not harmful, once the coffee has sat and been allowed to chill after being prepared in this way, it begins to lose it's potency. After one hour, all normal effects of a brewed cup of coffee made hot loses it's potency, essentially becoming inert. If the idea is to enjoy the coffee, not for any potential effects it has, however, some people prefer to allow their coffees to chill.
As it currently stands, Melissa has plans to perfect a version of the coffee that can be served cold without losing it's potency as one of her most immediate plans, so that an adventurer on the go or a guard on a long watch can purchase coffee and not worry about losing it's effectiveness. She is currently working on research and development to ensure that this becomes a reality, with the intention of then beginning to improve the effectiveness of her house blend in general.
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Toki Schicksal
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2018-11-19T00:25:58Z
Gwyngerlits
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<nowiki>{{</nowiki>infobox character
<nowiki> |</nowiki> name = Toki Shicksal<nowiki>
|</nowiki> image = Chronomancer.png<nowiki></nowiki>
[[File:Chronomancer.png|thumb|221x221px]]
<nowiki> |</nowiki> imagecaption = Toki Shicksal<nowiki>
|</nowiki> playedby = Gwyn<nowiki>
|</nowiki> alignment = CG<nowiki>
|</nowiki> age = 23<nowiki>
|</nowiki> race = Half-Elf<nowiki>
|</nowiki> gender = Female<nowiki>
|</nowiki> height = 5'<nowiki>
|</nowiki> weight = 100 lbs<nowiki>
|</nowiki> eyes = Red
<nowiki>}}</nowiki>
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<pre>
{{infobox character
| name = Toki Shicksal
| image = Chronomancer.png
| imagecaption = Toki Shicksal
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| gender = Female
| height = 5'
| weight = 100 lbs
| eyes = Red
}}
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{{infobox character
| name = Toki Shicksal
| image = Chronomancer.png
| imagecaption = Toki Shicksal
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| gender = Female
| height = 5'
| weight = 100 lbs
| eyes = Red
}}
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
== Backstory ==
Toki was born and raised in Korvosa.
== Story So Far ==
Fresh off the boat
== Personality Traits ==
Always on time.
== Friends/Enemies ==
No one yet
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
== Backstory ==
Toki was born and raised in Korvosa. Her parents are (very) minor nobles. She attended the Acadamae, but left because she couldn't tolerate the amount of Devil worship that lurks the halls.
== Story So Far ==
Fresh off the boat, Toki has only just recently arrived in Absolom.
== Appearance ==
A relatively short, peach blonde, androgynous half elf woman. She wears a white dress suit and always wears her pocket watch at her side.
== Personality Traits ==
Always on time.
== Friends/Enemies ==
No one yet
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
== Backstory ==
Toki was born and raised in Korvosa. Her parents are (very) minor nobles. She attended the Acadamae, but left because she couldn't tolerate the amount of Devil worship that lurks the halls.
== Story So Far ==
Fresh off the boat, Toki has only just recently arrived in Absolom.
== Appearance ==
A relatively short, peach blonde, androgynous half elf woman. She wears a white dress suit and always wears her pocket watch at her side.
== Personality Traits ==
Always on time.
== Friends/Enemies ==
No one yet
[[Category:Characters]]
[[Category:Player Characters]]
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{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
== Backstory ==
Toki was born and raised in Korvosa. Her parents are (very) minor nobles. She attended the Acadamae, but left because she couldn't tolerate the amount of Devil worship that lurks the halls.
== Story So Far ==
Fresh off the boat, Toki has only just recently arrived in Absolom.
== Appearance ==
A relatively short, peach blonde, androgynous half elf woman. She wears a white dress suit and always wears her pocket watch at her side.
== Personality Traits ==
Always on time.
== Friends/Enemies ==
Artemis, another mage, was the first person Toki met upon arrive to Absolom.
[[Category:Characters]]
[[Category:Player Characters]]
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2018-12-28T00:35:49Z
Gwyngerlits
37554463
/* Personality Traits */
331
wikitext
text/x-wiki
{{ATCOS_Character_Infobox
| name = Toki Shicksal
| image1 = Chronomancer.png
| caption1 = "Just in time, like always."
| playedby = Gwyn
| alignment = CG
| age = 23
| race = Half-Elf
| class = Dual Blooded Sorcerer (Arcane/Orc) / Exploiter Pact Wizard (Time)
| gender = Female
| height = 5'
| weight = 100 lbs
| hair = Peach Blonde
| eyes = Red
}}
== Backstory ==
Toki was born and raised in Korvosa. Her parents are (very) minor nobles. She attended the Acadamae, but left because she couldn't tolerate the amount of Devil worship that lurks the halls.
== Story So Far ==
Fresh off the boat, Toki has only just recently arrived in Absolom.
== Appearance ==
A relatively short, peach blonde, androgynous half elf woman. She wears a white dress suit and always wears her pocket watch at her side.
== Personality Traits ==
Always on time. Naive. Energetic. Somewhat Shy. Loves animals (especially canines).
== Friends/Enemies ==
Artemis, another mage, was the first person Toki met upon arrive to Absolom.
[[Category:Characters]]
[[Category:Player Characters]]
kmkpwed2l0chjcmvo5xcd3qgklv3spu
Ulric Arda
0
129
196
2018-09-27T17:11:47Z
Indrick Ballerale
35008465
Early Life
196
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Ulric Arda|image1 = Dorf.jpg|caption1 = The dwarf himself|gender = Male|race = Dwarf|class = Blacksmith|alignment = Lawful Good|deity = Torag|age = 40|height = 4'0|weight = 170|hair = Red|eyes = Black}}
== Backstory ==
Like many fellows of his kin, Ulric Arda was born in the Kingdom of Druma, the lastborn son in a long line of Dwarven Blacksmiths, one where traditionally, only the firstborn was ever trained in the ways of the Forge. Thus, while his oldest brother was taught by the finest smiths in Druma, as well as their father, Ulric was left to find another profession. Thus, Ulric would have grown a completely different life, but for one small event. In fact, until this event, Ulric had never been inside a forge, as his father claimed only the firstborn had that privilege. Thus, when one day Ulric heard the rhythmic sound of a hammer striking steel down an alleyway, the young, still beardless Dwarven child chose to investigate. Down this hidden alley, Ulric found a humble smithy, nothing compared to what he assumed his family's workshop looked like. Once he saw this place, the Hammer striking the Anvil, the roaring of the incandescent forge, he knew that this was where he belonged, nay, where he was destined to belong. Thus, Ulric, at the tender age of eight, became an apprentice at this humble forge, ran by a mute old dwarf, who always seemed to be working on a new project, no matter the time of day. Under his silent tutelage, Ulric's skill grew, and grew, becoming almost an equal to his master, who always had a new thing to teach Ulric. Ten years after his training began, his master gave him a small, stone necklace with the holy symbol of Torag engraved on it, and left Druma the very next day, leaving Ulric in the forge. By this point, Ulric's brother, aided by the best teachers and gear money could buy, had become a well known, if not remarkable smith, using his family name to charge higher prices for gear. To Ulric, still in the same humble forge, producing the best work possible for the lowest possible cost, this was anathema to everything that a Blacksmith should do, so he returned to his clan's ancestral home, absolutely livid, and did what any proper Dwarf would do: He challenged his brother to a Smithing competition.
== The Story so Far ==
== Appearance ==
== Personality ==
== Relationships ==
kdcmh12y0y0y0xkcyn6ie4ck22qfvov
197
196
2018-09-28T17:17:35Z
Indrick Ballerale
35008465
197
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Ulric Arda|image1 = Dorf.jpg|caption1 = The dwarf himself|gender = Male|race = Dwarf|class = Blacksmith|alignment = Lawful Good|deity = Torag|age = 40|height = 4'0|weight = 170|hair = Red|eyes = Black}}
== Backstory ==
=== Childhood and youth. ===
Like many fellows of his kin, Ulric Arda was born in the Kingdom of Druma, the lastborn son in a long line of Dwarven Blacksmiths, one where traditionally, only the firstborn was ever trained in the ways of the Forge. Thus, while his oldest brother was taught by the finest smiths in Druma, as well as their father, Ulric was left to find another profession. Thus, Ulric would have grown a completely different life, but for one small event. In fact, until this event, Ulric had never been inside a forge, as his father claimed only the firstborn had that privilege.
So, when one day Ulric heard the rhythmic sound of a hammer striking steel down an alleyway, the young, still beardless Dwarven child chose to investigate. Down this hidden alley, Ulric found a humble smithy, nothing compared to what he assumed his family's workshop looked like. Once he saw this place, the Hammer striking the Anvil, the roaring of the incandescent forge, he knew that this was where he belonged, nay, where he was destined to belong.
Thus, Ulric, at the tender age of eight, became an apprentice at this humble forge, ran by a mute old dwarf, who always seemed to be working on a new project, no matter the time of day. Under his silent tutelage, Ulric's skill grew, and grew, becoming almost an equal to his master, who always had a new thing to teach Ulric. Ten years after his training began, his master gave him a small, stone necklace with the holy symbol of Torag engraved on it, and left Druma the very next day, leaving Ulric in the forge.
=== Confrontation and self imposed exile. ===
By this point, Ulric's brother, aided by the best teachers and gear money could buy, had become a well known, if not remarkable smith, using his family name to charge higher prices for gear. To Ulric, still in the same humble forge, producing the best work possible for the lowest possible cost, this was anathema to everything that a Blacksmith should do, so he returned to his clan's ancestral home, absolutely livid, and did what any proper Dwarf would do: He challenged his brother to a Smithing competition.
The competition was simple. Each brother was to spend a month making armor, a hammer and a shield, the quality of which would be tested by their father. Each brother took their month, and while Ulric's brother worked with exotic materials in their family's advanced forge, Ulric worked with regular steel, in the same humble forge he had started learning in.
At the end of their given month, both Brothers presented themselves with their creation in their family's ancestral home. The older, cocky and arrogant, presented his gear, made almost wholly out of Mithral, and inlaid with gold, creating a beautiful set, that at first glance would appear fit for a king.
Ulric, on the other hand, stayed true to his roots. The armor he made was in the traditional Druman style, emulating that of Torag himself. His shield was an impenetrable wall of steel, and the hammer he made, fit for both the forge and for the battlefield, emulated Kaglemros.
Seeing these two completely different sets, Ulric's father would not reach an immediate decision, so he decreed that both the brothers should duel each other wearing their own gear.
Thus, the two brothers fought. One aided by the finest teachers, materials, and tools money could buy, whereas the other had the skill earned with his own two hands, and an absolutely dogged determination to defend the profession of the blacksmith.
From the start, it was clear who would win. Ulric's brother struck Ulric's shield an uncountable number of times, yet the carefully treated steel, as if by magic, would not give. Meanwhile Ulric himself slowly destroyed every little bit of his brother's armor, shattering the ornate armor bit by bit, until his brother had nothing but his clothes and his damaged hammer.
=== Wandering. ===
With a final, scathing remark to his family, he embed his hammer in the floor, and left Druma that very same day, much like his teacher had done before him.
His first stop was highhelm, one of the largest Dwarven settlements, where he tried to settle down for a few years, working in a new, larger forge after proving himself to the monarchy. However, this was not to last, as jealous, some of his rivals wove a tale of lies, and, given Ulric's more straightforward personality, his detractors' plans worked, and he was cast out empty handed once more, resolving to never let himself be tricked or lied to again.
His second stop was Andoran, where the services of a fair, just Dwarven Master smith was much appreciated. Here, he was happy for a time, as he lived a decade, toiling, working, but never finding the work that he relished. Thus, he peacefully left, having made some good contacts, and he boarded a ship towards the center of the Inner Sea: The Great city of Absalom.
== The Story so Far ==
Ulric arrived in Absalom, and his first order of business was, well, to find one. He headed to the docks, and secured himself the ability to work at a forge at the time owned by a Half-Orc woman. From this forge, he worked to establish himself as a reliable smith, and one who would provide the finest quality
== Appearance ==
Ulric is, like most members of his race, stout and heavily built, boasting of arms and an entire body tempered by thirty years spent in forges. His coal black eyes shine with a wary wisdom born of mistrust, and they shine in contrast to his long, red beard. These features frame a heavyset, square face, with a broad nose, usually partially hidden beneath his armor's helm. Speaking of his apparel, Ulric can normally be seen wearing his personally made, personally enchanted set of Adamantine Full Plate, Functional in its design, yet all the more beautiful for it. On his back he similarly carries a slab of Adamantine he calls a shield, and upon his hip rests his Hammer, modeled after Torag's.
== Personality ==
== Relationships ==
7a9tsvhjdt2pbx75ee98x5pwqgo0wmf
198
197
2018-09-29T16:39:52Z
Indrick Ballerale
35008465
198
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Ulric Arda|image1 = Dorf.jpg|caption1 = The dwarf himself|gender = Male|race = Dwarf|class = Blacksmith|alignment = Lawful Good|deity = Torag|age = 40|height = 4'0|weight = 170|hair = Red|eyes = Black}}
== Backstory ==
=== Childhood and youth. ===
Like many fellows of his kin, Ulric Arda was born in the Kingdom of Druma, the lastborn son in a long line of Dwarven Blacksmiths, one where traditionally, only the firstborn was ever trained in the ways of the Forge. Thus, while his oldest brother was taught by the finest smiths in Druma, as well as their father, Ulric was left to find another profession. Thus, Ulric would have grown a completely different life, but for one small event. In fact, until this event, Ulric had never been inside a forge, as his father claimed only the firstborn had that privilege.
So, when one day Ulric heard the rhythmic sound of a hammer striking steel down an alleyway, the young, still beardless Dwarven child chose to investigate. Down this hidden alley, Ulric found a humble smithy, nothing compared to what he assumed his family's workshop looked like. Once he saw this place, the Hammer striking the Anvil, the roaring of the incandescent forge, he knew that this was where he belonged, nay, where he was destined to belong.
Thus, Ulric, at the tender age of eight, became an apprentice at this humble forge, ran by a mute old dwarf, who always seemed to be working on a new project, no matter the time of day. Under his silent tutelage, Ulric's skill grew, and grew, becoming almost an equal to his master, who always had a new thing to teach Ulric. Ten years after his training began, his master gave him a small, stone necklace with the holy symbol of Torag engraved on it, and left Druma the very next day, leaving Ulric in the forge.
=== Confrontation and self imposed exile. ===
By this point, Ulric's brother, aided by the best teachers and gear money could buy, had become a well known, if not remarkable smith, using his family name to charge higher prices for gear. To Ulric, still in the same humble forge, producing the best work possible for the lowest possible cost, this was anathema to everything that a Blacksmith should do, so he returned to his clan's ancestral home, absolutely livid, and did what any proper Dwarf would do: He challenged his brother to a Smithing competition.
The competition was simple. Each brother was to spend a month making armor, a hammer and a shield, the quality of which would be tested by their father. Each brother took their month, and while Ulric's brother worked with exotic materials in their family's advanced forge, Ulric worked with regular steel, in the same humble forge he had started learning in.
At the end of their given month, both Brothers presented themselves with their creation in their family's ancestral home. The older, cocky and arrogant, presented his gear, made almost wholly out of Mithral, and inlaid with gold, creating a beautiful set, that at first glance would appear fit for a king.
Ulric, on the other hand, stayed true to his roots. The armor he made was in the traditional Druman style, emulating that of Torag himself. His shield was an impenetrable wall of steel, and the hammer he made, fit for both the forge and for the battlefield, emulated Kaglemros.
Seeing these two completely different sets, Ulric's father would not reach an immediate decision, so he decreed that both the brothers should duel each other wearing their own gear.
Thus, the two brothers fought. One aided by the finest teachers, materials, and tools money could buy, whereas the other had the skill earned with his own two hands, and an absolutely dogged determination to defend the profession of the blacksmith.
From the start, it was clear who would win. Ulric's brother struck Ulric's shield an uncountable number of times, yet the carefully treated steel, as if by magic, would not give. Meanwhile Ulric himself slowly destroyed every little bit of his brother's armor, shattering the ornate armor bit by bit, until his brother had nothing but his clothes and his damaged hammer.
=== Wandering. ===
With a final, scathing remark to his family, he embed his hammer in the floor, and left Druma that very same day, much like his teacher had done before him.
His first stop was highhelm, one of the largest Dwarven settlements, where he tried to settle down for a few years, working in a new, larger forge after proving himself to the monarchy. However, this was not to last, as jealous, some of his rivals wove a tale of lies, and, given Ulric's more straightforward personality, his detractors' plans worked, and he was cast out empty handed once more, resolving to never let himself be tricked or lied to again.
His second stop was Andoran, where the services of a fair, just Dwarven Master smith was much appreciated. Here, he was happy for a time, as he lived a decade, toiling, working, but never finding the work that he relished. Thus, he peacefully left, having made some good contacts, and he boarded a ship towards the center of the Inner Sea: The Great city of Absalom.
== The Story so Far ==
Ulric arrived in Absalom, and his first order of business was, well, to find one. He headed to the docks, and secured himself the ability to work at a forge at the time owned by a Half-Orc woman. From this forge, he worked to establish himself as a reliable smith, and one who would provide the finest quality of goods, for the lowest price he was allowed to sell them. Of course, establishing himself took time, significant amounts, so he took up his hammer and shield to earn the gold that would kickstart his business, helping thwart assassinations alongside the guard. This proved to be an unexpected boon, as he was able to kickstart manufacture of high quality gear for them at reduced cost, quickly establishing himself as a reliable worker, and earning some fame within the docks of Absalom. From here on, he pseudo retired, keeping himself busy by completing commission work for fellow adventurers. This further established his reputation, and allowed him to partially retire from adventuring, focusing wholly on his work.
== Appearance ==
Ulric is, like most members of his race, stout and heavily built, boasting of arms and an entire body tempered by thirty years spent in forges. His coal black eyes shine with a wary wisdom born of mistrust, and they shine in contrast to his long, red beard. These features frame a heavyset, square face, with a broad nose, usually partially hidden beneath his armor's helm. Speaking of his apparel, Ulric can normally be seen wearing his personally made, personally enchanted set of Adamantine Full Plate, Functional in its design, yet all the more beautiful for it. On his back he similarly carries a slab of Adamantine he calls a shield, and upon his hip rests his Hammer, modeled after Torag's.
== Personality ==
A no-nonsense dwarf, Ulric is generally a man of few words, cutting straight to the chase of any discussion or argument that he takes part in. He has little patience for anything outside a forge, and tends to be somewhat snappish at times. After he was ousted from highhelm, he has become a wary judge of character, and prefers not to associate with those he deems unsavory, although those who fully earn his trust find it hard to lose it.
However, within his domain in his forge, he becomes an extremely patient man, and an almost obsessive perfectionist, making sure all his work is up to his own unreasonably high standard, for during thirty years he has drilled into himself that any piece not up to par is nothing short of an insult towards all involved parties.
If incensed, as certain things tend to do, he will become a relentless force, charging forwards through any obstacle standing in his way, because he will believe that if you have to get something done, it's better to do it yourself. Things that anger him include shoddy craftsmanship, anyone shaming the profession of blacksmithing, anyone evil getting his mitts on any of his gear, and those who insult Torag.
== Relationships ==
Ulric prefers working relationships with his clients, providing their gear in a timely manner, and letting the quality speak for itself.
However, he does have one being that he cherishes beyond all. Huginn, his mechanical raven, is his ever stalwart ally and companion who helps handle customers before they see Ulric himself, and minimizes distraction, all while helping him with his work. Thus, Ulric adores his raven, and if anything were to happen to it, consequences would be beyond dire.
pmj3fp1ly3d4uojcxfae4e3h0abfrct
199
198
2018-09-29T17:03:34Z
Indrick Ballerale
35008465
/* Relationships */
199
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Ulric Arda|image1 = Dorf.jpg|caption1 = The dwarf himself|gender = Male|race = Dwarf|class = Blacksmith|alignment = Lawful Good|deity = Torag|age = 40|height = 4'0|weight = 170|hair = Red|eyes = Black}}
== Backstory ==
=== Childhood and youth. ===
Like many fellows of his kin, Ulric Arda was born in the Kingdom of Druma, the lastborn son in a long line of Dwarven Blacksmiths, one where traditionally, only the firstborn was ever trained in the ways of the Forge. Thus, while his oldest brother was taught by the finest smiths in Druma, as well as their father, Ulric was left to find another profession. Thus, Ulric would have grown a completely different life, but for one small event. In fact, until this event, Ulric had never been inside a forge, as his father claimed only the firstborn had that privilege.
So, when one day Ulric heard the rhythmic sound of a hammer striking steel down an alleyway, the young, still beardless Dwarven child chose to investigate. Down this hidden alley, Ulric found a humble smithy, nothing compared to what he assumed his family's workshop looked like. Once he saw this place, the Hammer striking the Anvil, the roaring of the incandescent forge, he knew that this was where he belonged, nay, where he was destined to belong.
Thus, Ulric, at the tender age of eight, became an apprentice at this humble forge, ran by a mute old dwarf, who always seemed to be working on a new project, no matter the time of day. Under his silent tutelage, Ulric's skill grew, and grew, becoming almost an equal to his master, who always had a new thing to teach Ulric. Ten years after his training began, his master gave him a small, stone necklace with the holy symbol of Torag engraved on it, and left Druma the very next day, leaving Ulric in the forge.
=== Confrontation and self imposed exile. ===
By this point, Ulric's brother, aided by the best teachers and gear money could buy, had become a well known, if not remarkable smith, using his family name to charge higher prices for gear. To Ulric, still in the same humble forge, producing the best work possible for the lowest possible cost, this was anathema to everything that a Blacksmith should do, so he returned to his clan's ancestral home, absolutely livid, and did what any proper Dwarf would do: He challenged his brother to a Smithing competition.
The competition was simple. Each brother was to spend a month making armor, a hammer and a shield, the quality of which would be tested by their father. Each brother took their month, and while Ulric's brother worked with exotic materials in their family's advanced forge, Ulric worked with regular steel, in the same humble forge he had started learning in.
At the end of their given month, both Brothers presented themselves with their creation in their family's ancestral home. The older, cocky and arrogant, presented his gear, made almost wholly out of Mithral, and inlaid with gold, creating a beautiful set, that at first glance would appear fit for a king.
Ulric, on the other hand, stayed true to his roots. The armor he made was in the traditional Druman style, emulating that of Torag himself. His shield was an impenetrable wall of steel, and the hammer he made, fit for both the forge and for the battlefield, emulated Kaglemros.
Seeing these two completely different sets, Ulric's father would not reach an immediate decision, so he decreed that both the brothers should duel each other wearing their own gear.
Thus, the two brothers fought. One aided by the finest teachers, materials, and tools money could buy, whereas the other had the skill earned with his own two hands, and an absolutely dogged determination to defend the profession of the blacksmith.
From the start, it was clear who would win. Ulric's brother struck Ulric's shield an uncountable number of times, yet the carefully treated steel, as if by magic, would not give. Meanwhile Ulric himself slowly destroyed every little bit of his brother's armor, shattering the ornate armor bit by bit, until his brother had nothing but his clothes and his damaged hammer.
=== Wandering. ===
With a final, scathing remark to his family, he embed his hammer in the floor, and left Druma that very same day, much like his teacher had done before him.
His first stop was Highhelm, one of the largest Dwarven settlements, where he tried to settle down for a few years, working in a new, larger forge after proving himself to the monarchy. However, this was not to last, as jealous, some of his rivals wove a tale of lies, and, given Ulric's more straightforward personality, his detractors' plans worked, and he was cast out empty handed once more, resolving to never let himself be tricked or lied to again.
His second stop was Andoran, where the services of a fair, just Dwarven Master smith was much appreciated. Here, he was happy for a time, as he lived a decade, toiling, working, but never finding the work that he relished. Thus, he peacefully left, having made some good contacts, and he boarded a ship towards the center of the Inner Sea: The Great city of Absalom.
== The Story so Far ==
Ulric arrived in Absalom, and his first order of business was, well, to find one. He headed to the docks, and secured himself the ability to work at a forge at the time owned by a Half-Orc woman. From this forge, he worked to establish himself as a reliable smith, and one who would provide the finest quality of goods, for the lowest price he was allowed to sell them. Of course, establishing himself took time, significant amounts, so he took up his hammer and shield to earn the gold that would kickstart his business, helping thwart assassinations alongside the guard. This proved to be an unexpected boon, as he was able to kickstart manufacture of high quality gear for them at reduced cost, quickly establishing himself as a reliable worker, and earning some fame within the docks of Absalom. From here on, he pseudo retired, keeping himself busy by completing commission work for fellow adventurers. This further established his reputation, and allowed him to partially retire from adventuring, focusing wholly on his work.
== Appearance ==
Ulric is, like most members of his race, stout and heavily built, boasting of arms and an entire body tempered by thirty years spent in forges. His coal black eyes shine with a wary wisdom born of mistrust, and they shine in contrast to his long, red beard. These features frame a heavyset, square face, with a broad nose, usually partially hidden beneath his armor's helm. Speaking of his apparel, Ulric can normally be seen wearing his personally made, personally enchanted set of Adamantine Full Plate, Functional in its design, yet all the more beautiful for it. On his back he similarly carries a slab of Adamantine he calls a shield, and upon his hip rests his Hammer, modeled after Torag's.
== Personality ==
A no-nonsense dwarf, Ulric is generally a man of few words, cutting straight to the chase of any discussion or argument that he takes part in. He has little patience for anything outside a forge, and tends to be somewhat snappish at times. After he was ousted from highhelm, he has become a wary judge of character, and prefers not to associate with those he deems unsavory, although those who fully earn his trust find it hard to lose it.
However, within his domain in his forge, he becomes an extremely patient man, and an almost obsessive perfectionist, making sure all his work is up to his own unreasonably high standard, for during thirty years he has drilled into himself that any piece not up to par is nothing short of an insult towards all involved parties.
If incensed, as certain things tend to do, he will become a relentless force, charging forwards through any obstacle standing in his way, because he will believe that if you have to get something done, it's better to do it yourself. Things that anger him include shoddy craftsmanship, anyone shaming the profession of blacksmithing, anyone evil getting his mitts on any of his gear, and those who insult Torag.
== Relationships ==
Ulric prefers working relationships with his clients, providing their gear in a timely manner, and letting the quality speak for itself.
However, he does have one being that he cherishes beyond all. Huginn, his mechanical raven, is his ever stalwart ally and companion who helps handle customers before they see Ulric himself, and minimizes distraction, all while helping him with his work. Thus, Ulric adores his raven, and if anything were to happen to it, consequences would be beyond dire.
So far those who have made a positive impression upon Ulric are:
Verus, Paladin of Shelyn
Rook, the Barbarian
August, the spearman.
His teacher, who he still doesn't know the name of.
The Andoran people
Murdoc Sommers, the inventor.
The Absalom Guard.
So far, those who have made a negative impression upon Ulric are:
The Arda Clan
Anima.
The rulers of Highhelm
brqfiav0f84m57khsocbmq3firi4b68
200
199
2018-09-30T11:54:34Z
Indrick Ballerale
35008465
200
wikitext
text/x-wiki
{{Infobox_character}}{{ATCOS_Character_Infobox|title1 = Ulric Arda|image1 = Dorf.jpg|caption1 = The dwarf himself|gender = Male|race = Dwarf|class = Blacksmith|alignment = Lawful Good|deity = Torag|age = 40|height = 4'0|weight = 170|hair = Red|eyes = Black}}
== Backstory ==
=== Childhood and youth. ===
Like many fellows of his kin, Ulric Arda was born in the Kingdom of Druma, the lastborn son in a long line of Dwarven Blacksmiths, one where traditionally, only the firstborn was ever trained in the ways of the Forge. Thus, while his oldest brother was taught by the finest smiths in Druma, as well as their father, Ulric was left to find another profession. Thus, Ulric would have grown a completely different life, but for one small event. In fact, until this event, Ulric had never been inside a forge, as his father claimed only the firstborn had that privilege.
So, when one day Ulric heard the rhythmic sound of a hammer striking steel down an alleyway, the young, still beardless Dwarven child chose to investigate. Down this hidden alley, Ulric found a humble smithy, nothing compared to what he assumed his family's workshop looked like. Once he saw this place, the Hammer striking the Anvil, the roaring of the incandescent forge, he knew that this was where he belonged, nay, where he was destined to belong.
Thus, Ulric, at the tender age of eight, became an apprentice at this humble forge, ran by a mute old dwarf, who always seemed to be working on a new project, no matter the time of day. Under his silent tutelage, Ulric's skill grew, and grew, becoming almost an equal to his master, who always had a new thing to teach Ulric. Ten years after his training began, his master gave him a small, stone necklace with the holy symbol of Torag engraved on it, and left Druma the very next day, leaving Ulric in the forge.
=== Confrontation and self imposed exile. ===
By this point, Ulric's brother, aided by the best teachers and gear money could buy, had become a well known, if not remarkable smith, using his family name to charge higher prices for gear. To Ulric, still in the same humble forge, producing the best work possible for the lowest possible cost, this was anathema to everything that a Blacksmith should do, so he returned to his clan's ancestral home, absolutely livid, and did what any proper Dwarf would do: He challenged his brother to a Smithing competition.
The competition was simple. Each brother was to spend a month making armor, a hammer and a shield, the quality of which would be tested by their father. Each brother took their month, and while Ulric's brother worked with exotic materials in their family's advanced forge, Ulric worked with regular steel, in the same humble forge he had started learning in.
At the end of their given month, both Brothers presented themselves with their creation in their family's ancestral home. The older, cocky and arrogant, presented his gear, made almost wholly out of Mithral, and inlaid with gold, creating a beautiful set, that at first glance would appear fit for a king.
Ulric, on the other hand, stayed true to his roots. The armor he made was in the traditional Druman style, emulating that of Torag himself. His shield was an impenetrable wall of steel, and the hammer he made, fit for both the forge and for the battlefield, emulated Kaglemros.
Seeing these two completely different sets, Ulric's father would not reach an immediate decision, so he decreed that both the brothers should duel each other wearing their own gear.
Thus, the two brothers fought. One aided by the finest teachers, materials, and tools money could buy, whereas the other had the skill earned with his own two hands, and an absolutely dogged determination to defend the profession of the blacksmith.
From the start, it was clear who would win. Ulric's brother struck Ulric's shield an uncountable number of times, yet the carefully treated steel, as if by magic, would not give. Meanwhile Ulric himself slowly destroyed every little bit of his brother's armor, shattering the ornate armor bit by bit, until his brother had nothing but his clothes and his damaged hammer.
=== Wandering. ===
With a final, scathing remark to his family, he embed his hammer in the floor, and left Druma that very same day, much like his teacher had done before him.
His first stop was Highhelm, one of the largest Dwarven settlements, where he tried to settle down for a few years, working in a new, larger forge after proving himself to the monarchy. However, this was not to last, as jealous, some of his rivals wove a tale of lies, and, given Ulric's more straightforward personality, his detractors' plans worked, and he was cast out empty handed once more, resolving to never let himself be tricked or lied to again.
His second stop was Andoran, where the services of a fair, just Dwarven Master smith was much appreciated. Here, he was happy for a time, as he lived a decade, toiling, working, but never finding the work that he relished. Thus, he peacefully left, having made some good contacts, and he boarded a ship towards the center of the Inner Sea: The Great city of Absalom.
== The Story so Far ==
Ulric arrived in Absalom, and his first order of business was, well, to find one. He headed to the docks, and secured himself the ability to work at a forge at the time owned by a Half-Orc woman. From this forge, he worked to establish himself as a reliable smith, and one who would provide the finest quality of goods, for the lowest price he was allowed to sell them. Of course, establishing himself took time, significant amounts, so he took up his hammer and shield to earn the gold that would kickstart his business, helping thwart assassinations alongside the guard. This proved to be an unexpected boon, as he was able to kickstart manufacture of high quality gear for them at reduced cost, quickly establishing himself as a reliable worker, and earning some fame within the docks of Absalom. From here on, he pseudo retired, keeping himself busy by completing commission work for fellow adventurers. This further established his reputation, and allowed him to partially retire from adventuring, focusing wholly on his work.
== Appearance ==
Ulric is, like most members of his race, stout and heavily built, boasting of arms and an entire body tempered by thirty years spent in forges. His coal black eyes shine with a wary wisdom born of mistrust, and they shine in contrast to his long, red beard. These features frame a heavyset, square face, with a broad nose, usually partially hidden beneath his armor's helm. Speaking of his apparel, Ulric can normally be seen wearing his personally made, personally enchanted set of Adamantine Full Plate, Functional in its design, yet all the more beautiful for it. On his back he similarly carries a slab of Adamantine he calls a shield, and upon his hip rests his Hammer, modeled after Torag's.
== Personality ==
A no-nonsense dwarf, Ulric is generally a man of few words, cutting straight to the chase of any discussion or argument that he takes part in. He has little patience for anything outside a forge, and tends to be somewhat snappish at times. After he was ousted from highhelm, he has become a wary judge of character, and prefers not to associate with those he deems unsavory, although those who fully earn his trust find it hard to lose it.
However, within his domain in his forge, he becomes an extremely patient man, and an almost obsessive perfectionist, making sure all his work is up to his own unreasonably high standard, for during thirty years he has drilled into himself that any piece not up to par is nothing short of an insult towards all involved parties.
If incensed, as certain things tend to do, he will become a relentless force, charging forwards through any obstacle standing in his way, because he will believe that if you have to get something done, it's better to do it yourself. Things that anger him include shoddy craftsmanship, anyone shaming the profession of blacksmithing, anyone evil getting his mitts on any of his gear, and those who insult Torag.
== Relationships ==
Ulric prefers working relationships with his clients, providing their gear in a timely manner, and letting the quality speak for itself.
However, he does have one being that he cherishes beyond all. Huginn, his mechanical raven, is his ever stalwart ally and companion who helps handle customers before they see Ulric himself, and minimizes distraction, all while helping him with his work. Thus, Ulric adores his raven, and if anything were to happen to it, consequences would be beyond dire.
So far those who have made a positive impression upon Ulric are:
Verus, Paladin of Shelyn
Rook, the Barbarian
August, the spearman.
His teacher, who he still doesn't know the name of.
The Andoran people
Murdoc Sommers, the inventor.
The Absalom Guard.
So far, those who have made a negative impression upon Ulric are:
The Arda Clan
Anima.
The rulers of Highhelm
[[Category:Player Characters]]
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Umbra
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2018-12-08T21:55:42Z
Indrick Ballerale
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Page Created
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wikitext
text/x-wiki
== Backstory ==
{{ATCOS_Character_Infobox|image1 = Newmbra.jpg|gender = Female|race = Fetchling|class = Red Mantis Assassin|alignment = Lawful Evil|deity = Ya boi Achaekek|age = Secret|height = 5'8"|weight = Hidden|hair = Maroon|eyes = Amber}}
== The Story so Far ==
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Unorth' Spreader of Hellfire
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2018-10-26T05:06:53Z
XXXRaiden
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Created page with "{{Infobox_character|name = Unorth|image = Red dragon by sandara-d6hpycs.jpg|imagecaption = Waking up on the wrong side of bed.|aliases = Spreader of Hellfire|relatives = His m..."
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{{Infobox_character|name = Unorth|image = Red dragon by sandara-d6hpycs.jpg|imagecaption = Waking up on the wrong side of bed.|aliases = Spreader of Hellfire|relatives = His mighty brood.|affiliation = His mate; Arithi|marital = Mated.|birthDate = Unknown; but 1000+|birthPlace = Plane of Fire|deathDate = - - - - -|deathPlace = - - - - -|species = Infernal True Dragon|gender = Male|height = 71'3"|weight = 148 tons / 296,000 pounds|eyes = Clementine}}
== Unorth' ==
The lord of the mountains, bringer of hellfire, destruction of the lands.
Many names where given to this dragon over the course of his life. Since a small whelp, nipping at salamander tails, and playing in lava pools he was always the fiery type. Acting brave, heroic, cocky, and devious, quite unlike his future self.
The small drake wandered through the Plane of Fire hunting for his next meal, planning his attacks on the sneaky and hostile creatures. Sometimes picking up weaker servants to assist him in his bidding.
After many many years of feeding, his time finally arrived; he left his plane, his home, and sought out the future...domination. He planned to rule Tera, the home of humans, elves, dwarves, gnomes, and many more useless races. He broods over the surface of the planet within his mountainous home, seeking to one day rule it.
He does not wish to kill everything, turn everyone into slaves, or even feast on the flesh of mortal races. His true intentions are practically unknown to all; but someone who sees all as weak is not fit to rule.
His actions will influence the future, his plans will change destiny, his kin will spread across all planes; for he is the bringer of a new time, one that shows the true power of the draconic race, one that'll scar history.
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Varlos du Nadiek
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{{Schmaked_character|title1 = Varlos du Nadiek|image1 = Duong-ct-sheep-final.jpg|caption1 = Young, dumb, and ready for blood.|alias = Nadiek of Ronta|relatives = Wardnam (mother, deceased)
Nadiek Schief (father, deceased)|occupation = Amateur hero
Blacksmith|gender = Male|alignment = CN|height = 6'3"|weight = 244lbs.|eye_color = Orange|race = Rageborn Skinwalker}}
== Appearance ==
Varlos due to his affliction bears a striking resemblance to a goat, albeit bipedal and absolutely strapped with muscle. The young warrior's right hand has had an iron gauntlet bolted onto it for the last four years, however is not impossible to remove with some careful dexterity. While his pale skin and white fur cover a predominant amount of him, some areas such as the top half of his face, under his feet, and the sides of his waist have a striking amount of black discoloration. Across his back, Varlos has literally dozens of patterned tattoos that ride from the back of his calves all the way to the nape of his neck.
As Varlos grows in strength and becomes more grizzled by combat and enthralled in his fits of rage and passion, new runes and designs continue to weld themselves onto his back into a tapestry of sort. While he of course cannot read it, discerning mages in the past have been able to translate a number of glyphs; most relatating roughly to terms like "GROW" and "FURY". Conversely, it seems that the more Varlos indulges in commanding immediate adaptations and shapechanges through his own magik techniques, the further the blotches of black fur across his body spread.
When under the influence of his own supernatural powers and rapid evolutions, a violent aura of chaotic energy can often be seen leeching from the ground and his surroundings leading to his own body. Varlos' spell power isn't connected to any understanding of nature or the divine nor complex arcane glyphs, but from simply straining his muscles until his body reacts to the stress with swift change. And while this can allow him amazing manipulation of self by focusing on certain muscle groups, the physical toll is undeniable and can be seen when he pushes his protean heritage to the limit in combat. Sometimes blood will begin dripping from the corners of his eyes or his ankle might twist the wrong as the muscle works beyond the normal limits of pain and preservation.
== Background ==
Varlos was born as the seventh in his litter, made from the horrid union of his the enchantress witch Wardnam and a thrall of a powerful protean whom was charged with some of its immense power from the maelstrom. While a majority of his siblings died after birth, with forms too unstable or too corrupted to survive even a few moments in the material plane, the runt of the clutch was able to hang on. Fearful for his safety, Wardnam spent years infusing her only surviving three children with primeval and potent curses as well as boons to fuel their supernatural and natural capabilities alike. In the case of Varlos, much of his spirit and intellect were damaged and corrupted by a decade of experimental resistance rituals and physiology rearrangements. Her efforts were commendable however, and Wardnam marveled in how she bred a terribly durable hybrid spawn of species from different planes capable of spreading her own dreams of madness and obliteration. Unfortunately for her however, fate had a different plan in store.
When Varlos was about 14, his mother's home was raided by adventurers tipped off about a dangerous caster in the area. The battle was grand, but long finished by the time he found his house looted and his family obliterated and decapitated by self-proclaimed heroes. While most of the adventurers that passed through had left hours earlier, a peculiar man was found in the attic still parceling through looking for more rewards to walk away with. As Varlos saw him, he felt a swirling and ancient rage well up inside and he roared a battlecry fueled by the Speakers of the Depths themselves as he charged the looter. The psychic facing down the charge of a vengeful berserker dodged out of the way and quickly began flushing Varlos of dozens of memories, hoping to scrub the sight of his parents' murders along the way. To some amount of shock it worked, although due to Varlos' naturally weak mind, a large portion of his thoughts were incorrectly purged or reset. It was from there that his vulnerable mind was reshaped and deceived into believing a new truth and a false prophecy. So far as he knows, his story goes as such:
Nadiek of Ronta was adopted by a the great psychic Frea Coolsage, dropped down from the heavens by the gods as a divine instrument to ravage and fight. His strange form was a result of his brash and headstrong attitude made real. Nadiek was trained to be a hero like his adopted father, but despite his overwhelming stature, proved very clumsy and inept. No armor seemed to fit him right and he always squeezed and struggled to move when he wore it and no weapon felt right to wield in the hands of someone capable of shapeshifting. After some time however, they learned that even after the magic of his shifting wore off, his body itself was adapting heavily and getting stronger. His senses could react quicker, his muscles grew much thicker, and his body chiseled itself until it was tougher than most shields. His hide was so tough in fact, a palm reader declared to him that he could never be killed be killed through force, but only by wit! While Nadiek himself never held the discipline or smarts to train his strikes in a monastery or fight club, he developed his own unique techniques, centered around beating then tearing.
Since then he's been traveling, learning, and doing what he can to help others help himself.
== Personality ==
To be put simply and bluntly, Varlos is a very simple-minded and blunt man. He often gets embarrassed easily about his own idiocy and tries to compensate for it by continuing to perfect his body. When he's flustered, he needs to release his energy with exercise. When he's excited, he needs to release his energy with exercise. And more important to his dream of being a hero, when he's scared or upset, he needs to release his energy with exercise. While in the former cases this may refer to a fiery tryst with a local of Absalom or spending a week in the forest picking fist fights with the wild life, the latter is only really relieved with wild and frantic combat. When he can smell his own blood, that's when he feels the rushes of adrenaline coursing through his body and he very much chases as many excuses as he can to get that going.
While he is very boisterous and vocal about whatever he's thinking, people have often referred to Varlos as a gentle giant in the past. His boorish attitude and dull mind make him an easy target for rude words and snide remarks; weapons he's found that cut deeper than any blade has ever tried to slice through him. Deep down, there's a well of empathy and gentleness that begrudges his concentrated chaotic energy. Varlos is very proud of the fact that even though he struggles with speaking and reading at times, he can read body language and emotions on other people very well.
__FORCETOC__
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{{Schmaked_character|title1 = Varlos du Nadiek|image1 = Duong-ct-sheep-final.jpg|caption1 = Young, dumb, and ready for blood.|alias = Nadiek of Ronta|relatives = Wardnam (mother, deceased)
Nadiek Schief (father, deceased)|occupation = Amateur hero
Blacksmith|gender = Male|alignment = CN|height = 6'3"|weight = 244lbs.|eye_color = Orange|race = Rageborn Skinwalker}}
== Appearance ==
Varlos due to his affliction bears a striking resemblance to a goat, albeit bipedal and absolutely strapped with muscle. The young warrior's right hand has had an iron gauntlet bolted onto it for the last four years, however is not impossible to remove with some careful dexterity. While his pale skin and white fur cover a predominant amount of him, some areas such as the top half of his face, under his feet, and the sides of his waist have a striking amount of black discoloration. Across his back, Varlos has literally dozens of patterned tattoos that ride from the back of his calves all the way to the nape of his neck.
As Varlos grows in strength and becomes more grizzled by combat and enthralled in his fits of rage and passion, new runes and designs continue to weld themselves onto his back into a tapestry of sort. While he of course cannot read it, discerning mages in the past have been able to translate a number of glyphs; most relatating roughly to terms like "GROW" and "FURY". Conversely, it seems that the more Varlos indulges in commanding immediate adaptations and shapechanges through his own magik techniques, the further the blotches of black fur across his body spread.
When under the influence of his own supernatural powers and rapid evolutions, a violent aura of chaotic energy can often be seen leeching from the ground and his surroundings leading to his own body. Varlos' spell power isn't connected to any understanding of nature or the divine nor complex arcane glyphs, but from simply straining his muscles until his body reacts to the stress with swift change. And while this can allow him amazing manipulation of self by focusing on certain muscle groups, the physical toll is undeniable and can be seen when he pushes his protean heritage to the limit in combat. Sometimes blood will begin dripping from the corners of his eyes or his ankle might twist the wrong as the muscle works beyond the normal limits of pain and preservation.
== Background ==
Varlos was born as the seventh in his litter, made from the horrid union of his the enchantress witch Wardnam and a thrall of a powerful protean whom was charged with some of its immense power from the maelstrom. While a majority of his siblings died after birth, with forms too unstable or too corrupted to survive even a few moments in the material plane, the runt of the clutch was able to hang on. Fearful for his safety, Wardnam spent years infusing her only surviving three children with primeval and potent curses as well as boons to fuel their supernatural and natural capabilities alike. In the case of Varlos, much of his spirit and intellect were damaged and corrupted by a decade of experimental resistance rituals and physiology rearrangements. Her efforts were commendable however, and Wardnam marveled in how she bred a terribly durable hybrid spawn of species from different planes capable of spreading her own dreams of madness and obliteration. Unfortunately for her however, fate had a different plan in store.
[[File:Dark-face-of-cthulhu.jpg|thumb|282x282px|Most of the encryption and runes tattooed to Varlos are merely words of power, spoken through the madness of the maelstrom, and devoid of any message past that. Most of them.]]
When Varlos was about 14, his mother's home was raided by adventurers tipped off about a dangerous caster in the area. The battle was grand, but long finished by the time he found his house looted and his family obliterated and decapitated by self-proclaimed heroes. While most of the adventurers that passed through had left hours earlier, a peculiar man was found in the attic still parceling through looking for more rewards to walk away with. As Varlos saw him, he felt a swirling and ancient rage well up inside and he roared a battlecry fueled by the Speakers of the Depths themselves as he charged the looter. The psychic facing down the charge of a vengeful berserker dodged out of the way and quickly began flushing Varlos of dozens of memories, hoping to scrub the sight of his parents' murders along the way. To some amount of shock it worked, although due to Varlos' naturally weak mind, a large portion of his thoughts were incorrectly purged or reset. It was from there that his vulnerable mind was reshaped and deceived into believing a new truth and a false prophecy. So far as he knows, his story goes as such:
Nadiek of Ronta was adopted by a the great psychic Frea Coolsage, dropped down from the heavens by the gods as a divine instrument to ravage and fight. His strange form was a result of his brash and headstrong attitude made real. Nadiek was trained to be a hero like his adopted father, but despite his overwhelming stature, proved very clumsy and inept. No armor seemed to fit him right and he always squeezed and struggled to move when he wore it and no weapon felt right to wield in the hands of someone capable of shapeshifting. After some time however, they learned that even after the magic of his shifting wore off, his body itself was adapting heavily and getting stronger. His senses could react quicker, his muscles grew much thicker, and his body chiseled itself until it was tougher than most shields. His hide was so tough in fact, a palm reader declared to him that he could never be killed be killed through force, but only by wit! While Nadiek himself never held the discipline or smarts to train his strikes in a monastery or fight club, he developed his own unique techniques, centered around beating then tearing.
Since then he's been traveling, learning, and doing what he can to help others help himself.
== Personality ==
[[File:01NX054-full.png|thumb|220x220px|''"Rage, strength, and magic, ''''They will guide him when he fails.''
''He will bring ruin."''
''-Wardnam the Enchantress''
]]
To be put simply and bluntly, Varlos is a very simple-minded and blunt man. He often gets embarrassed easily about his own idiocy and tries to compensate for it by continuing to perfect his body. When he's flustered, he needs to release his energy with exercise. When he's excited, he needs to release his energy with exercise. And more important to his dream of being a hero, when he's scared or upset, he needs to release his energy with exercise. While in the former cases this may refer to a fiery tryst with a local of Absalom or spending a week in the forest picking fist fights with the wild life, the latter is only really relieved with wild and frantic combat. When he can smell his own blood, that's when he feels the rushes of adrenaline coursing through his body and he very much chases as many excuses as he can to get that going.
While he is very boisterous and vocal about whatever he's thinking, people have often referred to Varlos as a gentle giant in the past. His boorish attitude and dull mind make him an easy target for rude words and snide remarks; weapons he's found that cut deeper than any blade has ever tried to slice through him. Deep down, there's a well of empathy and gentleness that begrudges his concentrated chaotic energy. Varlos is very proud of the fact that even though he struggles with speaking and reading at times, he can read body language and emotions on other people very well.
__FORCETOC__
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{{Schmaked_character|title1 = Varlos du Nadiek|image1 = Duong-ct-sheep-final.jpg|caption1 = Young, dumb, and ready for blood.|alias = Nadiek of Ronta|relatives = Wardnam (mother, deceased)
Nadiek Schief (father, deceased)|occupation = Amateur hero
Blacksmith|gender = Male|alignment = CN|height = 6'3"|weight = 244lbs.|eye_color = Orange|race = Rageborn Skinwalker}}
== Appearance ==
Varlos due to his affliction bears a striking resemblance to a goat, albeit bipedal and absolutely strapped with muscle. The young warrior's right hand has had an iron gauntlet bolted onto it for the last four years, however is not impossible to remove with some careful dexterity. While his pale skin and white fur cover a predominant amount of him, some areas such as the top half of his face, under his feet, and the sides of his waist have a striking amount of black discoloration. Across his back, Varlos has literally dozens of patterned tattoos that ride from the back of his calves all the way to the nape of his neck.
As Varlos grows in strength and becomes more grizzled by combat and enthralled in his fits of rage and passion, new runes and designs continue to weld themselves onto his back into a tapestry of sort. While he of course cannot read it, discerning mages in the past have been able to translate a number of glyphs; most relatating roughly to terms like "GROW" and "FURY". Conversely, it seems that the more Varlos indulges in commanding immediate adaptations and shapechanges through his own magik techniques, the further the blotches of black fur across his body spread.
When under the influence of his own supernatural powers and rapid evolutions, a violent aura of chaotic energy can often be seen leeching from the ground and his surroundings leading to his own body. Varlos' spell power isn't connected to any understanding of nature or the divine nor complex arcane glyphs, but from simply straining his muscles until his body reacts to the stress with swift change. And while this can allow him amazing manipulation of self by focusing on certain muscle groups, the physical toll is undeniable and can be seen when he pushes his protean heritage to the limit in combat. Sometimes blood will begin dripping from the corners of his eyes or his ankle might twist the wrong as the muscle works beyond the normal limits of pain and preservation.
== Background ==
Varlos was born as the seventh in his litter, made from the horrid union of his the enchantress witch Wardnam and a thrall of a powerful protean whom was charged with some of its immense power from the maelstrom. While a majority of his siblings died after birth, with forms too unstable or too corrupted to survive even a few moments in the material plane, the runt of the clutch was able to hang on. Fearful for his safety, Wardnam spent years infusing her only surviving three children with primeval and potent curses as well as boons to fuel their supernatural and natural capabilities alike. In the case of Varlos, much of his spirit and intellect were damaged and corrupted by a decade of experimental resistance rituals and physiology rearrangements. Her efforts were commendable however, and Wardnam marveled in how she bred a terribly durable hybrid spawn of species from different planes capable of spreading her own dreams of madness and obliteration. Unfortunately for her however, fate had a different plan in store.
[[File:Dark-face-of-cthulhu.jpg|thumb|282x282px|Most of the encryption and runes tattooed to Varlos are merely words of power, spoken through the madness of the maelstrom, and devoid of any message past that. Most of them.]]
When Varlos was about 14, his mother's home was raided by adventurers tipped off about a dangerous caster in the area. The battle was grand, but long finished by the time he found his house looted and his family obliterated and decapitated by self-proclaimed heroes. While most of the adventurers that passed through had left hours earlier, a peculiar man was found in the attic still parceling through looking for more rewards to walk away with. As Varlos saw him, he felt a swirling and ancient rage well up inside and he roared a battlecry fueled by the Speakers of the Depths themselves as he charged the looter. The psychic facing down the charge of a vengeful berserker dodged out of the way and quickly began flushing Varlos of dozens of memories, hoping to scrub the sight of his parents' murders along the way. To some amount of shock it worked, although due to Varlos' naturally weak mind, a large portion of his thoughts were incorrectly purged or reset. It was from there that his vulnerable mind was reshaped and deceived into believing a new truth and a false prophecy. So far as he knows, his story goes as such:
Nadiek of Ronta was adopted by a the great psychic Frea Coolsage, dropped down from the heavens by the gods as a divine instrument to ravage and fight. His strange form was a result of his brash and headstrong attitude made real. Nadiek was trained to be a hero like his adopted father, but despite his overwhelming stature, proved very clumsy and inept. No armor seemed to fit him right and he always squeezed and struggled to move when he wore it and no weapon felt right to wield in the hands of someone capable of shapeshifting. After some time however, they learned that even after the magic of his shifting wore off, his body itself was adapting heavily and getting stronger. His senses could react quicker, his muscles grew much thicker, and his body chiseled itself until it was tougher than most shields. His hide was so tough in fact, a palm reader declared to him that he could never be killed be killed through force, but only by wit! While Nadiek himself never held the discipline or smarts to train his strikes in a monastery or fight club, he developed his own unique techniques, centered around beating then tearing.
Since then he's been traveling, learning, and doing what he can to help others help himself.
== Personality ==
[[File:01NX054-full.png|thumb|220x220px|''"Rage, strength, and magic, ''''They will guide him when he fails.''
''He will bring ruin."''
''-Wardnam the Enchantress''
]]
To be put simply and bluntly, Varlos is a very simple-minded and blunt man. He often gets embarrassed easily about his own idiocy and tries to compensate for it by continuing to perfect his body. When he's flustered, he needs to release his energy with exercise. When he's excited, he needs to release his energy with exercise. And more important to his dream of being a hero, when he's scared or upset, he needs to release his energy with exercise. While in the former cases this may refer to a fiery tryst with a local of Absalom or spending a week in the forest picking fist fights with the wild life, the latter is only really relieved with wild and frantic combat. When he can smell his own blood, that's when he feels the rushes of adrenaline coursing through his body and he very much chases as many excuses as he can to get that going.
While he is very boisterous and vocal about whatever he's thinking, people have often referred to Varlos as a gentle giant in the past. His boorish attitude and dull mind make him an easy target for rude words and snide remarks; weapons he's found that cut deeper than any blade has ever tried to slice through him. Deep down, there's a well of empathy and gentleness that begrudges his concentrated chaotic energy. Varlos is very proud of the fact that even though he struggles with speaking and reading at times, he can read body language and emotions on other people very well.
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{{Schmaked_character|title1 = Varlos du Nadiek|image1 = Duong-ct-sheep-final.jpg|caption1 = Young, dumb, and ready for blood.|alias = Nadiek of Ronta|relatives = Wardnam (mother, deceased)
Nadiek Schief (father, deceased)|occupation = Amateur hero
Blacksmith|gender = Male|alignment = CN|height = 6'3"|weight = 244lbs.|eye_color = Orange|race = Rageborn Skinwalker}}
== Appearance ==
Varlos due to his affliction bears a striking resemblance to a goat, albeit bipedal and absolutely strapped with muscle. The young warrior's right hand has had an iron gauntlet bolted onto it for the last four years, however is not impossible to remove with some careful dexterity. While his pale skin and white fur cover a predominant amount of him, some areas such as the top half of his face, under his feet, and the sides of his waist have a striking amount of black discoloration. Across his back, Varlos has literally dozens of patterned tattoos that ride from the back of his calves all the way to the nape of his neck.
As Varlos grows in strength and becomes more grizzled by combat and enthralled in his fits of rage and passion, new runes and designs continue to weld themselves onto his back into a tapestry of sort. While he of course cannot read it, discerning mages in the past have been able to translate a number of glyphs; most relatating roughly to terms like "GROW" and "FURY". Conversely, it seems that the more Varlos indulges in commanding immediate adaptations and shapechanges through his own magik techniques, the further the blotches of black fur across his body spread.
When under the influence of his own supernatural powers and rapid evolutions, a violent aura of chaotic energy can often be seen leeching from the ground and his surroundings leading to his own body. Varlos' spell power isn't connected to any understanding of nature or the divine nor complex arcane glyphs, but from simply straining his muscles until his body reacts to the stress with swift change. And while this can allow him amazing manipulation of self by focusing on certain muscle groups, the physical toll is undeniable and can be seen when he pushes his protean heritage to the limit in combat. Sometimes blood will begin dripping from the corners of his eyes or his ankle might twist the wrong as the muscle works beyond the normal limits of pain and preservation.
== Background ==
Varlos was born as the seventh in his litter, made from the horrid union of his the enchantress witch Wardnam and a thrall of a powerful protean whom was charged with some of its immense power from the maelstrom. While a majority of his siblings died after birth, with forms too unstable or too corrupted to survive even a few moments in the material plane, the runt of the clutch was able to hang on. Fearful for his safety, Wardnam spent years infusing her only surviving three children with primeval and potent curses as well as boons to fuel their supernatural and natural capabilities alike. In the case of Varlos, much of his spirit and intellect were damaged and corrupted by a decade of experimental resistance rituals and physiology rearrangements. Her efforts were commendable however, and Wardnam marveled in how she bred a terribly durable hybrid spawn of species from different planes capable of spreading her own dreams of madness and obliteration. Unfortunately for her however, fate had a different plan in store.
[[File:Dark-face-of-cthulhu.jpg|thumb|282x282px|Most of the encryption and runes tattooed to Varlos are merely words of power, spoken through the madness of the maelstrom, and devoid of any message past that. Most of them.]]
When Varlos was about 14, his mother's home was raided by adventurers tipped off about a dangerous caster in the area. The battle was grand, but long finished by the time he found his house looted and his family obliterated and decapitated by self-proclaimed heroes. While most of the adventurers that passed through had left hours earlier, a peculiar man was found in the attic still parceling through looking for more rewards to walk away with. As Varlos saw him, he felt a swirling and ancient rage well up inside and he roared a battlecry fueled by the Speakers of the Depths themselves as he charged the looter. The psychic facing down the charge of a vengeful berserker dodged out of the way and quickly began flushing Varlos of dozens of memories, hoping to scrub the sight of his parents' murders along the way. To some amount of shock it worked, although due to Varlos' naturally weak mind, a large portion of his thoughts were incorrectly purged or reset. It was from there that his vulnerable mind was reshaped and deceived into believing a new truth and a false prophecy. So far as he knows, his story goes as such:
Nadiek of Ronta was adopted by a the great psychic Frea Coolsage, dropped down from the heavens by the gods as a divine instrument to ravage and fight. His strange form was a result of his brash and headstrong attitude made real. Nadiek was trained to be a hero like his adopted father, but despite his overwhelming stature, proved very clumsy and inept. No armor seemed to fit him right and he always squeezed and struggled to move when he wore it and no weapon felt right to wield in the hands of someone capable of shapeshifting. After some time however, they learned that even after the magic of his shifting wore off, his body itself was adapting heavily and getting stronger. His senses could react quicker, his muscles grew much thicker, and his body chiseled itself until it was tougher than most shields. His hide was so tough in fact, a palm reader declared to him that he could never be killed be killed through force, but only by wit! While Nadiek himself never held the discipline or smarts to train his strikes in a monastery or fight club, he developed his own unique techniques, centered around beating then tearing.
Since then he's been traveling, learning, and doing what he can to help others help himself.
== Personality ==
[[File:01NX054-full.png|thumb|220x220px|''"Rage, strength, and magic, ''''They will guide him when he fails.''
''He will bring ruin."''
''-Wardnam the Enchantress''
]]
To be put simply and bluntly, Varlos is a very simple-minded and blunt man. He often gets embarrassed easily about his own idiocy and tries to compensate for it by continuing to perfect his body. When he's flustered, he needs to release his energy with exercise. When he's excited, he needs to release his energy with exercise. And more important to his dream of being a hero, when he's scared or upset, he needs to release his energy with exercise. While in the former cases this may refer to a fiery tryst with a local of Absalom or spending a week in the forest picking fist fights with the wild life, the latter is only really relieved with wild and frantic combat. When he can smell his own blood, that's when he feels the rushes of adrenaline coursing through his body and he very much chases as many excuses as he can to get that going.
While he is very boisterous and vocal about whatever he's thinking, people have often referred to Varlos as a gentle giant in the past. His boorish attitude and dull mind make him an easy target for rude words and snide remarks; weapons he's found that cut deeper than any blade has ever tried to slice through him. Deep down, there's a well of empathy and gentleness that begrudges his concentrated chaotic energy. Varlos is very proud of the fact that even though he struggles with speaking and reading at times, he can read body language and emotions on other people very well.
[[Category:Player Characters]]
[[Category:Characters]]
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Vervilk Cascus
0
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2020-02-16T06:31:37Z
Writer out of a box
39632547
Added Info Box.
Added first heading.
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{{ATCOS_Character_Infobox|title1 = Vervilk Cascus|image1 = Vervilk Cascus.jpeg|caption1 = "Life is just like a river my boy, sometimes the currents sweep you and all you can do is try not to drown."|gender = Male|race = Human|class = Bard(Archivist)/Incanter|alignment = Chaotic Neutral|deity = Hanspur|age = 23|height = 6'4|weight = 174 lbs|hair = Auburn|eyes = Hazel}}
== The Life And Trials Of A Slave Boy ==
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2020-02-16T15:05:26Z
Writer out of a box
39632547
Added first part of the backstory
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{{ATCOS_Character_Infobox|title1 = Vervilk Cascus|image1 = Vervilk Cascus.jpeg|caption1 = "Life is just like a river my boy, sometimes the currents sweep you and all you can do is try not to drown."|gender = Male|race = Human|class = Bard(Archivist)/Incanter|alignment = Chaotic Neutral|deity = Hanspur|age = 23|height = 6'4|weight = 174 lbs|hair = Auburn|eyes = Hazel}}
== The Life And Trials Of A Slave Boy ==
Vervilk remembers precious little of his childhood, a vague memory of his father here and untrustworthy dreams of his mother there but one moment has remained crystal clear in his life. His father, kneeling on the ground and begging for his life while two thugs with worn-down pants rusty chain mail chuckle to themselves, their grip slipping lower to their blades until an idea pops up in the poor man’s head. With twinkling eyes he offers his son as a slave, to pay off the debt that he had gotten for his son, it seemed like an appropriate payment but while it did draw chuckles from the men it did not spare his life. And soon his blood was tainting dirt and running past grass while his mother’s shrieks of terror split the air, thankfully the idea did have some merit to the two and they decided that yes, might as well earn some permanent profit instead of cutting off two sets of perfectly work worthy hands. They bound him, and his mother, taking them in as “Servitors” until they paid off what his father had borrowed. Soon after they were separated, to save space, in two separate caravans that were going around the beach’s in the area for a show of “Goods”. That’s how his life as a slave truly began. They moved, from town to town, on caravans that were built shoddily enough to ensure nobody inside of them got enough sleep. Shackles and manacles made sure that their movement was limited, but not to the point that they couldn’t work, and provisions were scarce enough that it only took a week or two for all of his baby fat to melt. He remembered that he was six at the time, maybe a bit lower, fortunately, there wasn’t much hard labor as they traveled and he remained relatively unsold until they could get to the docks and really try to sell them off but they did find some things to keep the children and adults busy. Usually, it was simple, they would be separated into groups and then lead outside, the adults would then begin setting up camps for the slave drivers while the children would get some time in the sun to stretch their bodies out.
Depending on the age, they would either begin getting taught manual labor and being “Broken in” or would spent time resting and moving their limbs as much as their restraints would allow. Sores could blister limbs and bodies to the point of uselessness and a useless slave was almost as good as a dead slave, except at least a dead one could be made to work with the right spell. in the meantime an overseer would look over them, he wore a tattered but higher quality robe that seemed voluptuous in its careless flowing nature and waved over the sand as if the air itself was guiding its movements and his features were handsome with a defined jawline and rippling muscled body beneath the robe that left no doubt about his combat capability. Free of facial hair, the tough man would run his cold calculating gaze over the salves gathered, pointing towards the adults who seemed a bit too unresponsive to their duties yet always tending to those who seemed on the brink of collapse with bright golden light that instilled life back into those that seemed close to death despite his fellow’s disappointment at his seeming compassion.
The other children always seemed more thankful whenever he approached compared to the other much more cruel slave drivers. But Vervilk knew that slavers were bad, his mother had always told him that, and people that associated themselves with slavers were “Just as good as a slaver themselves”, while his innocence and naivety at the time prevented him from seeing the full picture. It would only take him three more years for him to realize that he didn’t aid the slaves out of kindness but out of necessity, ports were always massive hubs of trading and if they didn’t have high-quality goods then they wouldn’t sell as much, and it was so easy to prove a slave’s condition. That was the reason he healed and sometimes advised, the slaves. They were property, one that needed to be maintained. Thankfully Vervilk had enough sense to keep away from the man, something was wrong about him, and whenever they stroke a short conversation he would always try to tell him that his mother’s teachings were wrong. Something he refused to accept, much to the militant man’s chagrin, then leave to tend to one of the more gullible and innocent kids after a few more words were exchanged.
One thing that stuck out whenever they spoke was the belt wrapping around his waist and keeping his coat from being blown out, despite the bright sparkling jewel in its center what drew his attention the most was a sparkling golden key halfway sticking out of one of its pockets, a niggling sense of Deja Vu always flowed into him whenever he spotted the key. Eventually, they would pull back into the caravan for the night and then move onward, this routine continuing every day even as the six wagon cargo line began to drop off as more and more slave drivers began to feel that they could sell their own slaves for a much higher gain without the other’s help. At some point the man left as well and thus the cruelty of their masters increased tenfold, now everybody was forced to work on setting up camp and one of the wagon’s had apparently held a major food stock and it too had left onto another port town meaning rations were cut quite hard. For the first time Vervilk, and many other children, received their first lashings for disobedience and eventual exhaustion. Their bodies were too tired to move and set up tents in the sun, especially when they were so young, and Vervilk was so weak he received the most lashes for failing to work as hard as the others. Fortunately, they got close enough to the port town that their masters began to feed them more, fattening them up until they didn’t look like sacks of bone, out of the six wagons that had begun the trail only two were still following their same path so there were a lot fewer hands to be sold. Thus they had to look fitter than the rest, considering the short notice that this healthier treatment began many of the slaves and slavers realized how few of them might be sold. And everybody, including Vervilk, was scared of what would happen. Vervilk himself had grown numb to the physical punishments, distancing himself from the other children just as much as they had distanced themselves away from each other, talking got you hurt. So nobody talked much. But it was no secret that Vervilk was the weakest link, something in his body was just underdeveloped and while other children struggled to carry a single cot. Vervilk struggled to carry the large bags of dried fruit that were used as ratios. If he wasn’t sold, then his death was most likely assured.
Once they got into the city, everybody stuck close together, huddled and reared by their keepers with violent whips but even so, Vervilk took several hits just because he was astonished by everything he saw. The splendor, the sheer terrifying splendor the slave trade created, and the many people walking around were new and interesting to him. Especially with what little he had seen the past few weeks, only sand in the desert and nothing much else to look at, nobody to talk to either. So this was incredible to him. He also found out to which order that man with healing powers belonged to, priests of Abador preached in the same manner of speaking that the man had and looked over the moving mobs of slaves with the same calculating gaze although they never left their podiums to support those that collapsed while walking. Nobody would have bought such a failure of a product. No need to save it. Eventually, they made their group made its way over to a large, almost gallows like a stage on which they were to line up and be sold in groups of age categories.
First was the youngest, between four and six years old. Those who looked saddest, with the biggest puppy dog eyes, were usually left unsold seeming far too smart for their own good as well as being sympathetic having little to do with manual labor. Confident children were also left alone, but those with great physical bodies were bought right up, in general, the youngest kids weren’t bought and anxiety bloomed across the slaver’s faces. Then came his own age category.He was sweating on the stage, shuffling around from point to point while his breath became haggard bit by bit, he didn’t try to look sympathetic or look confident. Instead, he tried to appear brave. Yet not confident, an odd paradox but one he admirably attempted to resolve, with eyes filled with determination he stared outwards at the crowd of leering, cruel faces that were looking over them as if they were nothing more than farming tools. If he wasn’t sold...then he was going to try his best to do something.
Try to show some kind of resistance, maybe wobble over the stage and fall on top of one of the adults, anything to prove to himself he still had some control. “3000 Gold pieces for the auburn-haired boy!” Silence settled over his thoughts while a solitary hand remained standing straight up. The man who the voice belonged to was tall, and broad-shouldered, with olive-colored skin and a beard that hung loosely over his skin. For clothing, he wore a large pompous hat from which several long feathers of varying size and color sprouted up from. A smile flashed over his lips as nobody else responded to his offer and soon Versilk was prodded off the platform moved by two guards over to the man. They took out a key, and gifted it to him, which got a nod from him before he quickly put it down into his pockets. “Now then boy. Can you read or write? Or was that look in your eyes a false alarm?”
qk5eh4lg6kr40jfavdtcojvytcel75d
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2020-02-16T15:13:13Z
Writer out of a box
39632547
Added a picture of Katapesh, the city which vervilk was brought to.
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{{ATCOS_Character_Infobox|title1 = Vervilk Cascus|image1 = Vervilk Cascus.jpeg|caption1 = "Life is just like a river my boy, sometimes the currents sweep you and all you can do is try not to drown."|gender = Male|race = Human|class = Bard(Archivist)/Incanter|alignment = Chaotic Neutral|deity = Hanspur|age = 23|height = 6'4|weight = 174 lbs|hair = Auburn|eyes = Hazel}}
== The Life And Trials Of A Slave Boy ==
Vervilk remembers precious little of his childhood, a vague memory of his father here and untrustworthy dreams of his mother there but one moment has remained crystal clear in his life. His father, kneeling on the ground and begging for his life while two thugs with worn-down pants rusty chain mail chuckle to themselves, their grip slipping lower to their blades until an idea pops up in the poor man’s head. With twinkling eyes he offers his son as a slave, to pay off the debt that he had gotten for his son, it seemed like an appropriate payment but while it did draw chuckles from the men it did not spare his life. And soon his blood was tainting dirt and running past grass while his mother’s shrieks of terror split the air, thankfully the idea did have some merit to the two and they decided that yes, might as well earn some permanent profit instead of cutting off two sets of perfectly work worthy hands. They bound him, and his mother, taking them in as “Servitors” until they paid off what his father had borrowed. Soon after they were separated, to save space, in two separate caravans that were going around the beach’s in the area for a show of “Goods”. That’s how his life as a slave truly began. They moved, from town to town, on caravans that were built shoddily enough to ensure nobody inside of them got enough sleep. Shackles and manacles made sure that their movement was limited, but not to the point that they couldn’t work, and provisions were scarce enough that it only took a week or two for all of his baby fat to melt. He remembered that he was six at the time, maybe a bit lower, fortunately, there wasn’t much hard labor as they traveled and he remained relatively unsold until they could get to the docks and really try to sell them off but they did find some things to keep the children and adults busy. Usually, it was simple, they would be separated into groups and then lead outside, the adults would then begin setting up camps for the slave drivers while the children would get some time in the sun to stretch their bodies out.
Depending on the age, they would either begin getting taught manual labor and being “Broken in” or would spent time resting and moving their limbs as much as their restraints would allow. Sores could blister limbs and bodies to the point of uselessness and a useless slave was almost as good as a dead slave, except at least a dead one could be made to work with the right spell. in the meantime an overseer would look over them, he wore a tattered but higher quality robe that seemed voluptuous in its careless flowing nature and waved over the sand as if the air itself was guiding its movements and his features were handsome with a defined jawline and rippling muscled body beneath the robe that left no doubt about his combat capability. Free of facial hair, the tough man would run his cold calculating gaze over the salves gathered, pointing towards the adults who seemed a bit too unresponsive to their duties yet always tending to those who seemed on the brink of collapse with bright golden light that instilled life back into those that seemed close to death despite his fellow’s disappointment at his seeming compassion.
The other children always seemed more thankful whenever he approached compared to the other much more cruel slave drivers. But Vervilk knew that slavers were bad, his mother had always told him that, and people that associated themselves with slavers were “Just as good as a slaver themselves”, while his innocence and naivety at the time prevented him from seeing the full picture. It would only take him three more years for him to realize that he didn’t aid the slaves out of kindness but out of necessity, ports were always massive hubs of trading and if they didn’t have high-quality goods then they wouldn’t sell as much, and it was so easy to prove a slave’s condition. That was the reason he healed and sometimes advised, the slaves. They were property, one that needed to be maintained. Thankfully Vervilk had enough sense to keep away from the man, something was wrong about him, and whenever they stroke a short conversation he would always try to tell him that his mother’s teachings were wrong. Something he refused to accept, much to the militant man’s chagrin, then leave to tend to one of the more gullible and innocent kids after a few more words were exchanged.
One thing that stuck out whenever they spoke was the belt wrapping around his waist and keeping his coat from being blown out, despite the bright sparkling jewel in its center what drew his attention the most was a sparkling golden key halfway sticking out of one of its pockets, a niggling sense of Deja Vu always flowed into him whenever he spotted the key. Eventually, they would pull back into the caravan for the night and then move onward, this routine continuing every day even as the six wagon cargo line began to drop off as more and more slave drivers began to feel that they could sell their own slaves for a much higher gain without the other’s help. At some point the man left as well and thus the cruelty of their masters increased tenfold, now everybody was forced to work on setting up camp and one of the wagon’s had apparently held a major food stock and it too had left onto another port town meaning rations were cut quite hard. For the first time Vervilk, and many other children, received their first lashings for disobedience and eventual exhaustion. Their bodies were too tired to move and set up tents in the sun, especially when they were so young, and Vervilk was so weak he received the most lashes for failing to work as hard as the others. Fortunately, they got close enough to the port town that their masters began to feed them more, fattening them up until they didn’t look like sacks of bone, out of the six wagons that had begun the trail only two were still following their same path so there were a lot fewer hands to be sold. Thus they had to look fitter than the rest, considering the short notice that this healthier treatment began many of the slaves and slavers realized how few of them might be sold. And everybody, including Vervilk, was scared of what would happen. Vervilk himself had grown numb to the physical punishments, distancing himself from the other children just as much as they had distanced themselves away from each other, talking got you hurt. So nobody talked much. But it was no secret that Vervilk was the weakest link, something in his body was just underdeveloped and while other children struggled to carry a single cot. Vervilk struggled to carry the large bags of dried fruit that were used as ratios. If he wasn’t sold, then his death
[[File:Katapesh gate.jpg|thumb|250x250px]]
was most likely assured.
Once they got into the city, everybody stuck close together, huddled and reared by their keepers with violent whips but even so, Vervilk took several hits just because he was astonished by everything he saw. The splendor, the sheer terrifying splendor the slave trade created, and the many people walking around were new and interesting to him. Especially with what little he had seen the past few weeks, only sand in the desert and nothing much else to look at, nobody to talk to either. So this was incredible to him. He also found out to which order that man with healing powers belonged to, priests of Abador preached in the same manner of speaking that the man had and looked over the moving mobs of slaves with the same calculating gaze although they never left their podiums to support those that collapsed while walking. Nobody would have bought such a failure of a product. No need to save it. Eventually, they made their group made its way over to a large, almost gallows like a stage on which they were to line up and be sold in groups of age categories.
First was the youngest, between four and six years old. Those who looked saddest, with the biggest puppy dog eyes, were usually left unsold seeming far too smart for their own good as well as being sympathetic having little to do with manual labor. Confident children were also left alone, but those with great physical bodies were bought right up, in general, the youngest kids weren’t bought and anxiety bloomed across the slaver’s faces. Then came his own age category.He was sweating on the stage, shuffling around from point to point while his breath became haggard bit by bit, he didn’t try to look sympathetic or look confident. Instead, he tried to appear brave. Yet not confident, an odd paradox but one he admirably attempted to resolve, with eyes filled with determination he stared outwards at the crowd of leering, cruel faces that were looking over them as if they were nothing more than farming tools. If he wasn’t sold...then he was going to try his best to do something.
Try to show some kind of resistance, maybe wobble over the stage and fall on top of one of the adults, anything to prove to himself he still had some control. “3000 Gold pieces for the auburn-haired boy!” Silence settled over his thoughts while a solitary hand remained standing straight up. The man who the voice belonged to was tall, and broad-shouldered, with olive-colored skin and a beard that hung loosely over his skin. For clothing, he wore a large pompous hat from which several long feathers of varying size and color sprouted up from. A smile flashed over his lips as nobody else responded to his offer and soon Versilk was prodded off the platform moved by two guards over to the man. They took out a key, and gifted it to him, which got a nod from him before he quickly put it down into his pockets. “Now then boy. Can you read or write? Or was that look in your eyes a false alarm?”
cl4hmt7rc231srm2n7sfi3pumpm1y67
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2020-02-22T13:05:32Z
Writer out of a box
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{{ATCOS_Character_Infobox|title1 = Vervilk Cascus|image1 = Vervilk Cascus.jpeg|caption1 = "Life is just like a river my boy, sometimes the currents sweep you and all you can do is try not to drown."|gender = Male|race = Human|class = Bard(Archivist)/Incanter|alignment = Chaotic Neutral|deity = Hanspur|age = 23|height = 6'4|weight = 174 lbs|hair = Auburn|eyes = Hazel}}
== The Life And Trials Of A Slave Boy ==
Vervilk's life began in a ditch, in one of Katapesh's largest cities as most homeless urchins are born, and it remained his own for a short amount of time before being sold or perhaps being pressed into Slavery from his parents. Either way, the earliest memory he can remember is his thin digits working on a cotton shirt, threading it through with a pinprick needle in a crowded sullied room tainted by grime and filth.
Sporadically the environments and nature of the work they did would change, not by much, children had little to offer when it came to labor but occasionally they made sandals, not shirts and sometimes they were taught things, very basic things. How to count, communicating more effectively, basic words in other languages so they could understand more potential masters. It wasn't like any normal school and their tutors were criminals down to their core most of the time but among the tireless work they were put under. This was the closest they had to a break next to their restless sleeping hours.
He didn't really get any time to bond with anyone, his tongue tended to twist into itself and while many of his owners commented on his young handsomeness despite the squalor they were living in and how high it would bump his price not a lot of them talked. And he never approached any with a conversation topic, not just because he feared them but because he couldn't think of anything to talk about. All he knew was the claustrophobic insides of sweatshops and the lurid desert outside that rained glass onto their bodies and filled their lungs.
The other children for their part did strike up some conversations when they were absolutely sure nobody was looking, but they were more depressing than relieving and Vervilks whip marking occasionally ached when they got away with talking for too long so he cut most chattering himself.
Children were treated a bit better than adults, while the deserted pelted and caused immense pain in the working laborers old enough to truly work at twelve all the way up to fifty or so. The children were placed in wagons usually, very rarely did they have to walk on foot but even a wagon seemed despairful when it was barely lit and filled to the brim with children going shoulder to shoulder with each other. A few injured or sick adults were also put in with them if they weren't deemed incapable of going forward of course.
His identity was fractured hard by these experiences, everything changed but stayed the same in theme, he couldn't create a bond with anybody or anything, except perhaps the desert itself which he hated. Even if he did begin creating a bond, often they would switch masters, not owners since they weren't for sale yet but slave trainers that taught and put them to work. A harsh experience and the only reason he wasn't put down due to his strange lack of physical force was his beauty, and a tiny bit of his intellect, both of which were impressive among the scores of other freedomless youth.
But he aged, indeed he did, and as he did it was only natural for his innate human will to resist and seek freedom to come out. A bit too late as it remained buried underneath slave markings and trauma for a long time yet but it did give him enough will to continue soldiering forth despite the pain. Under hope that perhaps there was indeed a light at the end of the tunnel. As he grew he began to gain more opinions instead of being a blank slate that did its job, hatred towards a group of priests that constantly supported their masters, wearing their golden keys with pride. Many escape attempts had been brutally suppressed by their divine-granted power and he cursed their god every night in secret, he might not have been a part of those escape attempts, but it felt like their failure was his.
Alas, he wouldn't get a true escape attempt. Not from those masters anyhow, instead of as he got old enough to work as a true slave, old enough to be sold at a luxurious price. The entire group moved to Katapesh, the capital, the crown jewel of a country based on slavery. It was an annual trip, although he had never gone to it before and as he finally stepped onto the gallows which they were actioned off on his breath tightened and so did his shoulders.
He waited, among his much stronger peers with far better physical quality while praying that his appearance if nothing else caught the eye of a potential master and indeed something
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Vivianne Alia Shrusrado
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<br />{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}
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== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
jgwgmc5svd376h01bx3ibzxvvophh1c
1801
1800
2021-02-01T19:34:23Z
Severalbeef887
46817345
1801
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
mk6ygc063hrj6rogmb68tbqdu9xsbjt
1802
1801
2021-02-01T20:32:33Z
Severalbeef887
46817345
/* History */
1802
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|frameless]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers.
92nfmy701iu8hyd4sk0m9yaboy1675f
1803
1802
2021-02-01T21:46:26Z
Severalbeef887
46817345
/* History */
1803
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers.
th1gx13ml4yw6pmneh3dlth9ivpza36
1804
1803
2021-02-01T21:53:20Z
Severalbeef887
46817345
/* History */
1804
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
=== Military service ===
0ltkxncbncmgdnn35q1xx9bccfdvenb
1805
1804
2021-02-01T22:35:48Z
Severalbeef887
46817345
/* Military service */
1805
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldoran army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years while in the front lines taught her many lessons, some small, and some large.
<br />
gp4aqv3gq2lxmuc0clfq1owqv3eg3kt
1806
1805
2021-02-01T23:08:03Z
Severalbeef887
46817345
/* History */
1806
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldoran army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years while in the front lines taught her many lessons, some small, and some large.<br />
cky51tzw60g513mex5bo94e5oaiieoq
1807
1806
2021-02-04T21:21:50Z
Severalbeef887
46817345
1807
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldoran army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a
d492ajb3ov5lejfjtjml3vlwmxmwvy1
1808
1807
2021-02-04T21:25:47Z
Severalbeef887
46817345
1808
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldoran army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldoran army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea.
1asprnod22hcg9ijf4rvgaqgf7wojtc
1809
1808
2021-02-05T03:14:18Z
Severalbeef887
46817345
1809
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war, punishing the thieves are
iab7ue97fhqvw38u6d3lhr7fietyvfs
1810
1809
2021-02-05T19:19:21Z
Severalbeef887
46817345
1810
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green|status=unmarried}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
The house of Shrusrado is a house originating from southern taldor but keeping true to their heritage as proud elves.
[[File:Download (4).png|frameless]]<br />
awomhxrkmgxclx8cfccc8vemmw0o0fx
1811
1810
2021-02-06T01:06:57Z
Severalbeef887
46817345
1811
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
[[File:Download_(4).png|alt=|left|frameless]]
When the elves returned to Golarion in the early 2600's, the Shrusrado family settled in the hilly southern regions of taldor, far away from any nearby human settlements but also far from any elven cities. Largely self sufficient, they allowed the humans that eventually came to settle the land settle nearby, kept away but close enough members of the family occasionally visited the city when under spells to disguise their a
sk2v91kc9ofw94yvnrteokuqdq7er0c
1812
1811
2021-02-06T21:24:50Z
Severalbeef887
46817345
/* House Shrusrado */
1812
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
[[File:Download_(4).png|alt=|left|frameless]]
When the elves returned to Golarion in the early 2600's, the Shrusrado family settled in the hilly southern regions of taldor, far away from any nearby human settlements but also far from any elven cities. Largely self sufficient, they allowed the humans that eventually came to settle the land settle nearby, kept away but close enough members of the family occasionally visited the city when under spells to disguise their appearance. Eventually throughout the generations the family and the humans became much closer together, they integrated into the expanding nation of Taldor peacefully, eventually being raised into a noble house overseeing a the town and a small portion of the road network surrounding the town.
In the recent time before the war they began a shipping company that, while it wasn't losing money it was not bringing in any large rewards. Eventually after the war, the woman known as Vivianne grew the company until it was a major player in the theater
39ks2ug3t52wzrh4txh1ed3ddxv1os5
1813
1812
2021-02-07T01:42:19Z
Severalbeef887
46817345
/* House Shrusrado */
1813
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
[[File:Download_(4).png|alt=|left|frameless]]
When the elves returned to Golarion in the early 2600's, the Shrusrado family settled in the hilly southern regions of taldor, far away from any nearby human settlements but also far from any elven cities. Largely self sufficient, they allowed the humans that eventually came to settle the land settle nearby, kept away but close enough members of the family occasionally visited the city when under spells to disguise their appearance. Eventually throughout the generations the family and the humans became much closer together, they integrated into the expanding nation of Taldor peacefully, eventually being raised into a noble house overseeing a the town and a small portion of the road network surrounding the town.
In the recent time before the war they began a shipping company that, while it wasn't losing money it was not bringing in any large rewards. Eventually after the war, the woman known as Vivianne grew the company until it was a major player in the area
pny6uklu3ab57mqz38vuqmjas95oj8l
1814
1813
2021-02-07T20:02:47Z
Severalbeef887
46817345
1814
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-55-1.png|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
[[File:Download_(4).png|alt=|left|frameless]]
When the elves returned to Golarion in the early 2600's, the Shrusrado family settled in the hilly southern regions of taldor, far away from any nearby human settlements but also far from any elven cities. Largely self sufficient, they allowed the humans that eventually came to settle the land settle nearby, kept away but close enough members of the family occasionally visited the city when under spells to disguise their appearance. Eventually throughout the generations the family and the humans became much closer together, they integrated into the expanding nation of Taldor peacefully, eventually being raised into a noble house overseeing a the town and a small portion of the road network surrounding the town.
In the recent time before the war they began a shipping company that, while not losing money, it was not bringing in any large rewards either. Eventually after the war, the woman known as Vivianne grew the company until it was a major player in the area
cd6amzcwbroqpgaip9n98yix3fqyhm1
1866
1814
2021-03-14T04:58:47Z
Severalbeef887
46817345
1866
wikitext
text/x-wiki
== Appearance ==
{{Asteron's_Infobox|image1=Elf-102~2.jpg|played_by=Severalbeef8875|full_name=Vivianne Alia Shrusrado|aliases=V.|birthday=Fourth of Calistril, 4455 AR.|class=psychic mage wizard / psion|affiliations=House Shrusrado|race=Elf|gender=Female|age=275|height=6'0|weight=100 Lbs/45Kg|hair_color=Snow white|eye_color=blue green}}Vivianne, like most elves, is tall and slender. Her eyes are a light bluish-green hidden behind decorative glasses. A intense feeling of physical frailty exudes from her. Her naturally wavy hair flows down to the small of her back.
The normal clothing she wears is a form-fitting suit with fingerless gloves under a shoulder cape with her family crest on a shoulder, all of fitting quality for a noble of her station. Other than the small bag of coin she keeps on her at all times, she holds very little wealth on her person.
== History ==
Born late into the Grand Campaign (war between Taldor and Qadria, lasted from 4079 - 4603 AR), she was often sent between the family manor in the mountains near the border of Qadria and the one in the ivy district of Absalom via teleportation. During one of the trips between the two, something went wrong, exposing her unguarded and unprepared mind to the Astral plane, causing her hair to be turned white. It was not until many years later that the true effects of such a experience would of been revealed.
<br />
[[File:Manor.jpg|left|alt=|thumb|the manor in southern taldor]]
Several decades after that accident, her home was occupied by a portion of the Qadrian army, spellcasters in the occupying forces preventing the nobles from leaving via teleportation. in the time that it was occupied, Vivianne experimented in secret, learning how to utilize her emerging psionic ability. Several years after it was taken over, a portion of the Taldan army came to clear the occupiers from their borders, Vivianne, knowing that this was her best chance to throw the Qadrians out, aided them from the inside by assaulting the minds of lone soldiers and utilizing ectoplasmic illusions to distract the occupiers, to the point her body began cannibalizing itself to maintain the use of her power.
After her aiding of the Taldan army to reclaim the region, Vivianne went on to serve in the same unit she helped with her town, slowly learning how to manifest her powers in more ways than she had to figure out on her own. Surviving over thirty years of war taught her many lessons, some small, and some large.<br />
When the war ended, uncaring about local politics, Vivianne began the search for magical knowledge she could use, lasting until she was 200 years old (approx. 52 years). Once she returned from her search, she began taking a focus on the economic side of her house, steadily expanding her family's shipping company until it was a major until it held warehouses in almost every city accessible through the inner sea as well as some outside of it.
== Ambitions ==
Vivianne's main ambition is acquiring as much knowledge and prestige as possible (both personal and for her house) to raise both to greatness. A secondary goal of hers is to reclaim a family heirloom that was stolen before the war and capture the thieves who took it (if they are still alive).
== House Shrusrado ==
[[File:Download_(4).png|alt=|left|frameless]]
When the elves returned to Golarion in the early 2600's, the Shrusrado family settled in the hilly southern regions of taldor, far away from any nearby human settlements but also far from any elven cities. Largely self sufficient, they allowed the humans that eventually came to settle the land settle nearby, kept away but close enough members of the family occasionally visited the city when under spells to disguise their appearance. Eventually throughout the generations the family and the humans became much closer together, they integrated into the expanding nation of Taldor peacefully, eventually being raised into a noble house overseeing a the town and a small portion of the road network surrounding the town.
In the recent time before the war they began a shipping company that, while not losing money, it was not bringing in any large rewards either. Eventually after the war, the woman known as Vivianne grew the company until it was a major player in the area
9n18ae15oe35lpjjclm7txuq3ok3odr
Vureem, The Storm Chained
0
744
1529
2020-08-27T06:46:32Z
Blightfight
45072675
Blightfight moved page [[Vureem, The Storm Chained]] to [[Taealaa, The Storm Chained]]
1529
wikitext
text/x-wiki
#REDIRECT [[Taealaa, The Storm Chained]]
hitkapa3vufjwo4s8v7h34fv5ilyevi
Worldbreaker Revengeance
0
515
1064
2020-03-10T02:16:06Z
Pandasecret1
27144081
Created page with "☾☼☾☾☼☾☼☾ ☾☼☼☼☼☾☼☾ ☾☼☼☼☾☾☾☼ ☾☼☼☼☾☼☼☾ ☾☼☼☾☼☼☼☼ ☾☾☼☾☾☾☾☾ ☾☼☼☾☾☾☼☾ ..."
1064
wikitext
text/x-wiki
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kz1g6i0v8sg706je2q06hrh8sb3l1q6
Wuffy Highfang
0
265
505
2019-06-19T21:13:31Z
Wuffypup
39537628
CREATED PAGE
505
wikitext
text/x-wiki
{{Infobox_character|name = Wuffy Highfang|aliases = Wuffy, Sybil, Tiber, Steve the bandit....|relatives = Skulk and Znin Highfang(adoptive parents)|affiliation = The Coinbite ratfolk troupe, Daggermark Assassins|marital = Single|birthDate = unknown|birthPlace = unknown|deathDate = still alive!|species = Kitsune|gender = Female|height = 5'4" with ears, 5'4" in true human form|eyes = Green}}'''Background'''
<nowiki> </nowiki>Wuffy never knew her birth parents, having been found in a den by a troupe of ratfolk traders. Thankfully, rather than eat her, they took her in, and raised her as one of their own. She lived among them, working alongside as a merchant and trader of the bits and baubles the ratfolk were so often making. Her main caretakers were a pair of the troupes traders named Skulk and Znin Highfang. They taught her how to barter and trade, and how to tell if an item was worth what people were asking for it.
Despite how much she cared for the pair, they could tell she wasn’t fulfilled, working in the troupe, so they told her to go out, find her own path, whatever it may be, and to just make sure she visited some times. So she set out…
Eventually her travels led her to the city of daggermark, where her natural shapeshifting abilities allowed her to blend in easily, pretending to be human and walking amongst the towns denizens for a good year before being found out. Of course, a talent like hers would be wasted if they just killed her, and likely turned against them if they kicked her out, so they brought her into the Daggermark Assassin’s Guild. They trained her, teaching her how to hone her shapeshifting, and sneak, and kill. As a new graduate, she was sent out once again, to find a rogue member of the guild, and bring them back, dead or alive. The last known location for the rogue agent: The City of Absalom.
'''Appearance'''
“What do they look like?” is always a hard question for a kitsune. Even the least magically inclined of them have two forms, and those with more training and talent have many. Wuffy is one of the latter, a true shapeshifter.
In her human form she is a fair skinned woman, just under five and a half feet tall, with shoulder-length blonde hair, bright green eyes, and a lithe, petit figure. This is of course just her default, as she can take the form and shape of any human she has seen, should she wish or need to.
In her kitsune form she’s about the same height, but only if you include her ears. Her fur is a mix of tangerine and cream colored furs, with black socks on her forearms and feet, and a majority of her muzzle black as well.
Her fox form looks much the same, though non-bipedal, and much smaller.
'''Personality.<br>
'''
Wuffy cares little for human life. She won’t seek to take it if there’s no reward involved, nor will she protect it without something being in it for her, even if it’s as yet unforeseeable what it might be. She is carefree in general, until she’s working, where she shifts into a more serious and cruel tone. Oft times she acts as if she were a different person, working on her acting skills for when she must disguise herself.
rrmm2hrs2l0v0x9pyvovcv3oeh0m257
506
505
2019-06-19T21:14:47Z
Wuffypup
39537628
Formating
506
wikitext
text/x-wiki
{{Infobox_character|name = Wuffy Highfang|aliases = Wuffy, Sybil, Tiber, Steve the bandit....|relatives = Skulk and Znin Highfang(adoptive parents)|affiliation = The Coinbite ratfolk troupe, Daggermark Assassins|marital = Single|birthDate = unknown|birthPlace = unknown|deathDate = still alive!|species = Kitsune|gender = Female|height = 5'4" with ears, 5'4" in true human form|eyes = Green}}'''Background'''
<nowiki> </nowiki>Wuffy never knew her birth parents, having been found in a den by a troupe of ratfolk traders. Thankfully, rather than eat her, they took her in, and raised her as one of their own. She lived among them, working alongside as a merchant and trader of the bits and baubles the ratfolk were so often making. Her main caretakers were a pair of the troupes traders named Skulk and Znin Highfang. They taught her how to barter and trade, and how to tell if an item was worth what people were asking for it.
Despite how much she cared for the pair, they could tell she wasn’t fulfilled, working in the troupe, so they told her to go out, find her own path, whatever it may be, and to just make sure she visited some times. So she set out…
Eventually her travels led her to the city of daggermark, where her natural shapeshifting abilities allowed her to blend in easily, pretending to be human and walking amongst the towns denizens for a good year before being found out. Of course, a talent like hers would be wasted if they just killed her, and likely turned against them if they kicked her out, so they brought her into the Daggermark Assassin’s Guild. They trained her, teaching her how to hone her shapeshifting, and sneak, and kill. As a new graduate, she was sent out once again, to find a rogue member of the guild, and bring them back, dead or alive. The last known location for the rogue agent: The City of Absalom.
'''Appearance'''
“What do they look like?” is always a hard question for a kitsune. Even the least magically inclined of them have two forms, and those with more training and talent have many. Wuffy is one of the latter, a true shapeshifter.
In her human form she is a fair skinned woman, just under five and a half feet tall, with shoulder-length blonde hair, bright green eyes, and a lithe, petit figure. This is of course just her default, as she can take the form and shape of any human she has seen, should she wish or need to.
In her kitsune form she’s about the same height, but only if you include her ears. Her fur is a mix of tangerine and cream colored furs, with black socks on her forearms and feet, and a majority of her muzzle black as well.
Her fox form looks much the same, though non-bipedal, and much smaller.
'''Personality.'''
Wuffy cares little for human life. She won’t seek to take it if there’s no reward involved, nor will she protect it without something being in it for her, even if it’s as yet unforeseeable what it might be. She is carefree in general, until she’s working, where she shifts into a more serious and cruel tone. Oft times she acts as if she were a different person, working on her acting skills for when she must disguise herself.
919hhz6uc05uwbynxmkuiz6lva6hdtx
Wyran
0
584
1206
2020-05-19T23:54:55Z
InfernapeK
45644610
Page Created
1206
wikitext
text/x-wiki
==Appearance ==
Wyran is an average sized, but powerfully built Aasimar of 5'10. His red, almost mechanical eyes go well with his skin, which looks like rusting metal, and his hair, having a rust red coloration. He's got multiple scars on his skin, some look like actual scars, others look like banged up metal. The most prominent scar is the one on his chest, one that indicates a stab wound directly over his heart. Despite all these injuries and looking like a rusting robot, his well toned body and face do help in counteracting these deformities, even if said face tends to stay in a constantly emotionless expression by default.
==Personality==
Wyran is a mild mannered and polite individual, and typically the one in a group to handle negotiations. While not adventuring, he can be found reading, studying, or sometimes enjoying a drink. Sometimes, a bit of his old self leaks through, and those drinks tend to turn into parties and bad puns, or he'll find himself enjoying a fight a bit more than he should. Wyran also seems to be slightly uncomfortable around outsiders associated with the afterlives, and flat out dislike towards lawful evil outsiders, even if he does tolerate them more than chaotic evil outsiders.
==History==
Typically, once people die and are turned into petitioners, they undergo a long process before turning into a full fledged outsider. Then there's Wyran, who didn't quite make the cut. Scars, both physical and mental, of his old life and death haunt him, even when he doesn't remember them, or his real name. Said scars prevented him from truly ascending into a good aligned outsider or reincarnating as the cycle of life intended. Which is odd, since even if your death and regrets were awful and brutal, it shouldn't affect you as a petitioner. So, as a test and a way to heal, he was sent down by his patron deity in a body that was most similar to his petitioner form and former life, and given the name of Wyran. And as an added protection, he was allowed to bring his former guardian and dearest friend before his death, only, they were reformed by the agents of his deity to not only protect better, but become more like said agents. Much to Wyran's chagrin, he was not given specific instructions, only to seek Absalom and an old friend's gift.
=== More detail on prelife backstory: ===
Wyran is an Aasimar. He wasn't always one. Before he died, he was a human noble named Kelius Drak. The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. Kelius (or Wyran now) was sent out on a quest involving the extermination of a corrupting force in a vital region as his passing of age, with his noble steed, Ranax (Korbinax). Both of them were both strong willed, stubborn, and lazy/hedonistic, and somehow, they just clicked.
Kelius thought he could just cruise by with training and knowing how to tell people what to do, but once his coming of age was here, he was sent out before being given his own property, much to his chagrin. He met up with others that were hired for this same job, and they weren't there as bodyguards or servants for Kelius, but as equals, much to his temporary confusion. They crusaded towards their target, and through the obstacles and perils in the way, Kelius learned just how hard real combat was. He hated it and wanted to go home. But, he was growing a soft spot for the people he was traveling with, and Ranax was having fun with it (worrying amounts of fun), so he marched on anyways, and ended up at their destination.
Once they solved that problem, they almost celebrated, but they learned that this corruption had a source, and it would just keep returning. So after relaying the information to his family, and a small break to recover they went back off to end this once and for all. Low and behold, Kytons. They were ambushed, underprepared, and one of the harder hitting party members couldn't be there due to personal reasons. Kelius went down fighting, with multiple regrets, amplified as Ranax died taking what was meant as a killing blow for him, and Kelius still died anyways, surrounded by Kyton corpses and his teammate's corpses, and a blade through his heart. Though something the Kytons did and how he died meant the transition from life to death for him was not a smooth one.
== The Drak Family ==
The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. They're typically ambassadors for dealing with the scaled sapients of the world, and combatants if negotiations go sour or Absalom needs to be defended. The Drak family has had a history of intermingling with dragons, and sometimes down the bloodline, certain children end up born with the powers and instincts of said wyrms. They don't quite worship Apsu, more follow his teachings and work with fellow followers for the common good. During the invasion of Absalom, they were on the frontlines, focusing on evacuating the noncombatants and holding off the advancing tide of cultists and demons, and helped in the rebuilding process afterwards.
1e21b6v4c6q6ej17injc1nahl0n9h4n
1210
1206
2020-05-20T00:13:12Z
InfernapeK
45644610
1210
wikitext
text/x-wiki
==Appearance ==
Wyran is an average sized, but powerfully built Aasimar of 5'10. His red, almost mechanical eyes go well with his skin, which looks like rusting metal, and his hair, having a rust red coloration. He's got multiple scars on his skin, some look like actual scars, others look like banged up metal. The most prominent scar is the one on his chest, one that indicates a stab wound directly over his heart. Despite all these injuries and looking like a rusting robot, his well toned body and face do help in counteracting these deformities, even if said face tends to stay in a constantly emotionless expression by default.
==Personality==
Wyran is a mild mannered and polite individual, and typically the one in a group to handle negotiations. While not adventuring, he can be found reading, studying, or sometimes enjoying a drink. Sometimes, a bit of his old self leaks through, and those drinks tend to turn into parties and bad puns, or he'll find himself enjoying a fight a bit more than he should. Wyran also seems to be slightly uncomfortable around outsiders associated with the afterlives, and flat out dislike towards lawful evil outsiders, even if he does tolerate them more than chaotic evil outsiders.
==History==
Typically, once people die and are turned into petitioners, they undergo a long process before turning into a full fledged outsider. Then there's Wyran, who didn't quite make the cut. Scars, both physical and mental, of his old life and death haunt him, even when he doesn't remember them, or his real name. Said scars prevented him from truly ascending into a good aligned outsider or reincarnating as the cycle of life intended. Which is odd, since even if your death and regrets were awful and brutal, it shouldn't affect you as a petitioner. So, as a test and a way to heal, he was sent down by his patron deity in a body that was most similar to his petitioner form and former life, and given the name of Wyran. And as an added protection, he was allowed to bring his former guardian and dearest friend before his death, only, they were reformed by the agents of his deity to not only protect better, but become more like said agents. Much to Wyran's chagrin, he was not given specific instructions, only to seek Absalom and an old friend's gift.
=== More detail on pre-life backstory: ===
Wyran is an Aasimar. He wasn't always one. Before he died, he was a human noble named Kelius Drak. The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. Kelius (or Wyran now) was sent out on a quest involving the extermination of a corrupting force in a vital region as his passing of age, with his noble steed, Ranax (Korbinax). Both of them were both strong willed, stubborn, and lazy/hedonistic, and somehow, they just clicked.
Kelius thought he could just cruise by with training and knowing how to tell people what to do, but once his coming of age was here, he was sent out before being given his own property, much to his chagrin. He met up with others that were hired for this same job, and they weren't there as bodyguards or servants for Kelius, but as equals, much to his temporary confusion. They crusaded towards their target, and through the obstacles and perils in the way, Kelius learned just how hard real combat was. He hated it and wanted to go home. But, he was growing a soft spot for the people he was traveling with, and Ranax was having fun with it (worrying amounts of fun), so he marched on anyways, and ended up at their destination.
Once they solved that problem, they almost celebrated, but they learned that this corruption had a source, and it would just keep returning. So after relaying the information to his family, and a small break to recover they went back off to end this once and for all. Low and behold, Kytons. They were ambushed, underprepared, and one of the harder hitting party members couldn't be there due to personal reasons. Kelius went down fighting, with multiple regrets, amplified as Ranax died taking what was meant as a killing blow for him, and Kelius still died anyways, surrounded by Kyton corpses and his teammate's corpses, and a blade through his heart. Though something the Kytons did and how he died meant the transition from life to death for him was not a smooth one.
== The Drak Family ==
The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. They're typically ambassadors for dealing with the scaled sapients of the world, and combatants if negotiations go sour or Absalom needs to be defended. The Drak family has had a history of intermingling with dragons, and sometimes down the bloodline, certain children end up born with the powers and instincts of said wyrms. They don't quite worship Apsu, more follow his teachings and work with fellow followers for the common good. During the invasion of Absalom, they were on the frontlines, focusing on evacuating the noncombatants and holding off the advancing tide of cultists and demons, and helped in the rebuilding process afterwards.
je92et1aqyaiz1gpeq399qqvqks2q01
1350
1210
2020-06-01T20:52:46Z
InfernapeK
45644610
Added Korbinax
1350
wikitext
text/x-wiki
==Appearance ==
Wyran is an average sized, but powerfully built Aasimar of 5'10. His red, almost mechanical eyes go well with his skin, which looks like rusting metal, and his hair, having a rust red coloration. He's got multiple scars on his skin, some look like actual scars, others look like banged up metal. The most prominent scar is the one on his chest, one that indicates a stab wound directly over his heart. Despite all these injuries and looking like a rusting robot, his well toned body and face do help in counteracting these deformities, even if said face tends to stay in a constantly emotionless expression by default.
==Personality==
Wyran is a mild mannered and polite individual, and typically the one in a group to handle negotiations. While not adventuring, he can be found reading, studying, or sometimes enjoying a drink. Sometimes, a bit of his old self leaks through, and those drinks tend to turn into parties and bad puns, or he'll find himself enjoying a fight a bit more than he should. Wyran also seems to be slightly uncomfortable around outsiders associated with the afterlives, and flat out dislike towards lawful evil outsiders, even if he does tolerate them more than chaotic evil outsiders.
== Korbinax ==
Korbinax and Wyran will almost always be found together, linked by friendship and death. Korbinax is an ever-growing Black drake with a red underside. He's far more morally ambiguous than Wyran, but will still restrain himself, both for Wyran's sake and because he knows it's sometimes more convenient to not murder everybody who slights him. He's got both acid breath and personality, and the ability to turn into a human with a perpetual scowl and high ranking butler-like clothing.
==History==
Typically, once people die and are turned into petitioners, they undergo a long process before turning into a full fledged outsider. Then there's Wyran, who didn't quite make the cut. Scars, both physical and mental, of his old life and death haunt him, even when he doesn't remember them, or his real name. Said scars prevented him from truly ascending into a good aligned outsider or reincarnating as the cycle of life intended. Which is odd, since even if your death and regrets were awful and brutal, it shouldn't affect you as a petitioner. So, as a test and a way to heal, he was sent down by his patron deity in a body that was most similar to his petitioner form and former life, and given the name of Wyran. And as an added protection, he was allowed to bring his former guardian and dearest friend before his death, only, they were reformed by the agents of his deity to not only protect better, but become more like said agents. Much to Wyran's chagrin, he was not given specific instructions, only to seek Absalom and an old friend's gift.
=== More detail on pre-life backstory: ===
Wyran is an Aasimar. He wasn't always one. Before he died, he was a human noble named Kelius Drak. The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. Kelius (or Wyran now) was sent out on a quest involving the extermination of a corrupting force in a vital region as his passing of age, with his noble steed, Ranax (Korbinax). Both of them were both strong willed, stubborn, and lazy/hedonistic, and somehow, they just clicked.
Kelius thought he could just cruise by with training and knowing how to tell people what to do, but once his coming of age was here, he was sent out before being given his own property, much to his chagrin. He met up with others that were hired for this same job, and they weren't there as bodyguards or servants for Kelius, but as equals, much to his temporary confusion. They crusaded towards their target, and through the obstacles and perils in the way, Kelius learned just how hard real combat was. He hated it and wanted to go home. But, he was growing a soft spot for the people he was traveling with, and Ranax was having fun with it (worrying amounts of fun), so he marched on anyways, and ended up at their destination.
Once they solved that problem, they almost celebrated, but they learned that this corruption had a source, and it would just keep returning. So after relaying the information to his family, and a small break to recover they went back off to end this once and for all. Low and behold, Kytons. They were ambushed, underprepared, and one of the harder hitting party members couldn't be there due to personal reasons. Kelius went down fighting, with multiple regrets, amplified as Ranax died taking what was meant as a killing blow for him, and Kelius still died anyways, surrounded by Kyton corpses and his teammate's corpses, and a blade through his heart. Though something the Kytons did and how he died meant the transition from life to death for him was not a smooth one.
== The Drak Family ==
The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. They're typically ambassadors for dealing with the scaled sapients of the world, and combatants if negotiations go sour or Absalom needs to be defended. The Drak family has had a history of intermingling with dragons, and sometimes down the bloodline, certain children end up born with the powers and instincts of said wyrms. They don't quite worship Apsu, more follow his teachings and work with fellow followers for the common good. During the invasion of Absalom, they were on the frontlines, focusing on evacuating the noncombatants and holding off the advancing tide of cultists and demons, and helped in the rebuilding process afterwards.
hnhd6q44r0ecldchq2rqoeu53x5cy28
1351
1350
2020-06-01T21:00:13Z
InfernapeK
45644610
Attempted to add reference picture (subject to change if I get off my lazy ass and actually make art)
1351
wikitext
text/x-wiki
<nowiki>{{infobox character
| name = Wyran
| image = MetatronSH.JPG.jpg
| imagecaption =
| playedby = Klurg
| alignment = NG
| birthDate = ???
| race = Aasimar (current). Human (formerly).
| gender = Male
| height = 5'10
| weight = 167
| eyes = Yellow
}}</nowiki>
==Appearance ==
Wyran is an average sized, but powerfully built Aasimar of 5'10. His red, almost mechanical eyes go well with his skin, which looks like rusting metal, and his hair, having a rust red coloration. He's got multiple scars on his skin, some look like actual scars, others look like banged up metal. The most prominent scar is the one on his chest, one that indicates a stab wound directly over his heart. Despite all these injuries and looking like a rusting robot, his well toned body and face do help in counteracting these deformities, even if said face tends to stay in a constantly emotionless expression by default.
==Personality==
Wyran is a mild mannered and polite individual, and typically the one in a group to handle negotiations. While not adventuring, he can be found reading, studying, or sometimes enjoying a drink. Sometimes, a bit of his old self leaks through, and those drinks tend to turn into parties and bad puns, or he'll find himself enjoying a fight a bit more than he should. Wyran also seems to be slightly uncomfortable around outsiders associated with the afterlives, and flat out dislike towards lawful evil outsiders, even if he does tolerate them more than chaotic evil outsiders.
== Korbinax ==
Korbinax and Wyran will almost always be found together, linked by friendship and death. Korbinax is an ever-growing Black drake with a red underside. He's far more morally ambiguous than Wyran, but will still restrain himself, both for Wyran's sake and because he knows it's sometimes more convenient to not murder everybody who slights him. He's got both acid breath and personality, and the ability to turn into a human with a perpetual scowl and high ranking butler-like clothing.
==History==
Typically, once people die and are turned into petitioners, they undergo a long process before turning into a full fledged outsider. Then there's Wyran, who didn't quite make the cut. Scars, both physical and mental, of his old life and death haunt him, even when he doesn't remember them, or his real name. Said scars prevented him from truly ascending into a good aligned outsider or reincarnating as the cycle of life intended. Which is odd, since even if your death and regrets were awful and brutal, it shouldn't affect you as a petitioner. So, as a test and a way to heal, he was sent down by his patron deity in a body that was most similar to his petitioner form and former life, and given the name of Wyran. And as an added protection, he was allowed to bring his former guardian and dearest friend before his death, only, they were reformed by the agents of his deity to not only protect better, but become more like said agents. Much to Wyran's chagrin, he was not given specific instructions, only to seek Absalom and an old friend's gift.
=== More detail on pre-life backstory: ===
Wyran is an Aasimar. He wasn't always one. Before he died, he was a human noble named Kelius Drak. The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. Kelius (or Wyran now) was sent out on a quest involving the extermination of a corrupting force in a vital region as his passing of age, with his noble steed, Ranax (Korbinax). Both of them were both strong willed, stubborn, and lazy/hedonistic, and somehow, they just clicked.
Kelius thought he could just cruise by with training and knowing how to tell people what to do, but once his coming of age was here, he was sent out before being given his own property, much to his chagrin. He met up with others that were hired for this same job, and they weren't there as bodyguards or servants for Kelius, but as equals, much to his temporary confusion. They crusaded towards their target, and through the obstacles and perils in the way, Kelius learned just how hard real combat was. He hated it and wanted to go home. But, he was growing a soft spot for the people he was traveling with, and Ranax was having fun with it (worrying amounts of fun), so he marched on anyways, and ended up at their destination.
Once they solved that problem, they almost celebrated, but they learned that this corruption had a source, and it would just keep returning. So after relaying the information to his family, and a small break to recover they went back off to end this once and for all. Low and behold, Kytons. They were ambushed, underprepared, and one of the harder hitting party members couldn't be there due to personal reasons. Kelius went down fighting, with multiple regrets, amplified as Ranax died taking what was meant as a killing blow for him, and Kelius still died anyways, surrounded by Kyton corpses and his teammate's corpses, and a blade through his heart. Though something the Kytons did and how he died meant the transition from life to death for him was not a smooth one.
== The Drak Family ==
The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. They're typically ambassadors for dealing with the scaled sapients of the world, and combatants if negotiations go sour or Absalom needs to be defended. The Drak family has had a history of intermingling with dragons, and sometimes down the bloodline, certain children end up born with the powers and instincts of said wyrms. They don't quite worship Apsu, more follow his teachings and work with fellow followers for the common good. During the invasion of Absalom, they were on the frontlines, focusing on evacuating the noncombatants and holding off the advancing tide of cultists and demons, and helped in the rebuilding process afterwards.
ckib97tg0hutuq3wz4xctqzcdniyi4a
1353
1351
2020-06-01T21:10:20Z
InfernapeK
45644610
Added infobox
1353
wikitext
text/x-wiki
{{Infobox_character|name = Wyran|image = MetatronSH.JPG.jpg|relatives = Drak Family, Tenative|affiliation = Drak House|marital = Single|birthDate = 4698|deathDate = 4726 (didn't stick)|deathPlace = Unknown|species = Aasimar (Currently). Human (Formerly)|gender = Male|height = 5'10|weight = 167|eyes = Yellow}}
==Appearance ==
Wyran is an average sized, but powerfully built Aasimar of 5'10. His red, almost mechanical eyes go well with his skin, which looks like rusting metal, and his hair, having a rust red coloration. He's got multiple scars on his skin, some look like actual scars, others look like banged up metal. The most prominent scar is the one on his chest, one that indicates a stab wound directly over his heart. Despite all these injuries and looking like a rusting robot, his well toned body and face do help in counteracting these deformities, even if said face tends to stay in a constantly emotionless expression by default.
==Personality==
Wyran is a mild mannered and polite individual, and typically the one in a group to handle negotiations. While not adventuring, he can be found reading, studying, or sometimes enjoying a drink. Sometimes, a bit of his old self leaks through, and those drinks tend to turn into parties and bad puns, or he'll find himself enjoying a fight a bit more than he should. Wyran also seems to be slightly uncomfortable around outsiders associated with the afterlives, and flat out dislike towards lawful evil outsiders, even if he does tolerate them more than chaotic evil outsiders.
== Korbinax ==
Korbinax and Wyran will almost always be found together, linked by friendship and death. Korbinax is an ever-growing Black drake with a red underside. He's far more morally ambiguous than Wyran, but will still restrain himself, both for Wyran's sake and because he knows it's sometimes more convenient to not murder everybody who slights him. He's got both acid breath and personality, and the ability to turn into a human with a perpetual scowl and high ranking butler-like clothing.
==History==
Typically, once people die and are turned into petitioners, they undergo a long process before turning into a full fledged outsider. Then there's Wyran, who didn't quite make the cut. Scars, both physical and mental, of his old life and death haunt him, even when he doesn't remember them, or his real name. Said scars prevented him from truly ascending into a good aligned outsider or reincarnating as the cycle of life intended. Which is odd, since even if your death and regrets were awful and brutal, it shouldn't affect you as a petitioner. So, as a test and a way to heal, he was sent down by his patron deity in a body that was most similar to his petitioner form and former life, and given the name of Wyran. And as an added protection, he was allowed to bring his former guardian and dearest friend before his death, only, they were reformed by the agents of his deity to not only protect better, but become more like said agents. Much to Wyran's chagrin, he was not given specific instructions, only to seek Absalom and an old friend's gift.
=== More detail on pre-life backstory: ===
Wyran is an Aasimar. He wasn't always one. Before he died, he was a human noble named Kelius Drak. The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. Kelius (or Wyran now) was sent out on a quest involving the extermination of a corrupting force in a vital region as his passing of age, with his noble steed, Ranax (Korbinax). Both of them were both strong willed, stubborn, and lazy/hedonistic, and somehow, they just clicked.
Kelius thought he could just cruise by with training and knowing how to tell people what to do, but once his coming of age was here, he was sent out before being given his own property, much to his chagrin. He met up with others that were hired for this same job, and they weren't there as bodyguards or servants for Kelius, but as equals, much to his temporary confusion. They crusaded towards their target, and through the obstacles and perils in the way, Kelius learned just how hard real combat was. He hated it and wanted to go home. But, he was growing a soft spot for the people he was traveling with, and Ranax was having fun with it (worrying amounts of fun), so he marched on anyways, and ended up at their destination.
Once they solved that problem, they almost celebrated, but they learned that this corruption had a source, and it would just keep returning. So after relaying the information to his family, and a small break to recover they went back off to end this once and for all. Low and behold, Kytons. They were ambushed, underprepared, and one of the harder hitting party members couldn't be there due to personal reasons. Kelius went down fighting, with multiple regrets, amplified as Ranax died taking what was meant as a killing blow for him, and Kelius still died anyways, surrounded by Kyton corpses and his teammate's corpses, and a blade through his heart. Though something the Kytons did and how he died meant the transition from life to death for him was not a smooth one.
== The Drak Family ==
The Drak family have been a family of militant nobles stationed in Absalom, with Apsu as their chosen patron god. They're typically ambassadors for dealing with the scaled sapients of the world, and combatants if negotiations go sour or Absalom needs to be defended. The Drak family has had a history of intermingling with dragons, and sometimes down the bloodline, certain children end up born with the powers and instincts of said wyrms. They don't quite worship Apsu, more follow his teachings and work with fellow followers for the common good. During the invasion of Absalom, they were on the frontlines, focusing on evacuating the noncombatants and holding off the advancing tide of cultists and demons, and helped in the rebuilding process afterwards.
7plkbls99q1ij0s78ux00xvmvb7numj
Xander
0
422
853
2020-01-15T06:55:30Z
Gold Fairy
43716013
Created page with "=== '''History''' === Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warri..."
853
wikitext
text/x-wiki
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise
=== '''Personality''' ===
=== '''Current Events''' ===
-To be determined-
cg41cvjei6hr01njlzseowu7owrd9tu
854
853
2020-01-15T07:11:36Z
Gold Fairy
43716013
Added more backstory
854
wikitext
text/x-wiki
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
=== '''Personality''' ===
=== '''Current Events''' ===
-To be determined-
1viznm01tgqc4l6ih0kmgp4jteb2u0s
855
854
2020-01-15T08:15:51Z
Gold Fairy
43716013
added more backstory
855
wikitext
text/x-wiki
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in the shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
=== '''Personality''' ===
=== '''Current Events''' ===
-To be determined-
qv9ht429p7qrhhqggy22fsnvq3547vf
856
855
2020-01-15T08:25:56Z
Gold Fairy
43716013
Finished backstory
856
wikitext
text/x-wiki
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings fom that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
=== '''Current Events''' ===
-To be determined-
oufwy7whyloifaqmu4367sauc5c4xjs
857
856
2020-01-15T08:41:00Z
Gold Fairy
43716013
857
wikitext
text/x-wiki
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crusting the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
=== '''Current Events''' ===
-To be determined-
0qweslei1pbs1lalturveckpxnd6cw6
859
857
2020-01-15T08:47:20Z
Gold Fairy
43716013
Added infobox
859
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Xander shirtless.jpg|caption1 = "When peace turns to war, right and wrong are replaced by success and failure as morality steps aside for survival"|gender = Male|race = Oni-Spawn Tiefling|class = Bloodrager - Brawler|alignment = Lawful Evil|deity = None, he only has faith in himself|age = 70|height = 255 cm (8'4")|weight = 250 kg (550 lbs)|hair = Crimson|eyes = Black}}
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crusting the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
=== '''Current Events''' ===
-To be determined-
enw36zvv0qhosveqk08p2mp8y7ejfyf
860
859
2020-01-15T08:56:20Z
Gold Fairy
43716013
/* Personality */
860
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Xander shirtless.jpg|caption1 = "When peace turns to war, right and wrong are replaced by success and failure as morality steps aside for survival"|gender = Male|race = Oni-Spawn Tiefling|class = Bloodrager - Brawler|alignment = Lawful Evil|deity = None, he only has faith in himself|age = 70|height = 255 cm (8'4")|weight = 250 kg (550 lbs)|hair = Crimson|eyes = Black}}
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crusting the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
This history, despite being something that Xander regrets, is something that has taught him some valuable lessons that have shaped his personality, primarily, the end of his tribe has made him the type of man who is capable of trusting others, but cannot fully rely on anyone but himself, he still harbors resentment towards the gods, and views their followers with a condescending type of pity, as he believes strongly in the idea that each individual should accomplish their goals by their own merit, and looks down upon those who do so via divine intervention or by having others do it for them.
=== '''Current Events''' ===
-To be determined-
kw8oh1myzacx16gzxbsgl30mxwull14
861
860
2020-01-15T08:57:32Z
Gold Fairy
43716013
861
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Xander shirtless.jpg|caption1 = "When peace turns to war, right and wrong are replaced by success and failure as morality steps aside for survival"|gender = Male|race = Oni-Spawn Tiefling|class = Bloodrager - Brawler|alignment = Lawful Evil|deity = None, he only has faith in himself|age = 70|height = 255 cm (8'4")|weight = 250 kg (550 lbs)|hair = Crimson|eyes = Black}}
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crusting the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
This history, despite being something that Xander regrets, is something that has taught him some valuable lessons that have shaped his personality, primarily, the end of his tribe has made him the type of man who is capable of trusting others, but cannot fully rely on anyone but himself, he still harbors resentment towards the gods, and views their followers with a condescending type of pity, as he believes strongly in the idea that each individual should accomplish their goals by their own merit, and looks down upon those who do so via divine intervention or by having others do it for them.
=== '''Current Events''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=wuO_r6Qre9Q
e4dgagmg6ee3a0tklgbz4z0zydh1z5n
928
861
2020-02-12T20:59:09Z
Gold Fairy
43716013
Adding categories
928
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Xander shirtless.jpg|caption1 = "When peace turns to war, right and wrong are replaced by success and failure as morality steps aside for survival"|gender = Male|race = Oni-Spawn Tiefling|class = Bloodrager - Brawler|alignment = Lawful Evil|deity = None, he only has faith in himself|age = 70|height = 255 cm (8'4")|weight = 250 kg (550 lbs)|hair = Crimson|eyes = Black}}
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crusting the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
This history, despite being something that Xander regrets, is something that has taught him some valuable lessons that have shaped his personality, primarily, the end of his tribe has made him the type of man who is capable of trusting others, but cannot fully rely on anyone but himself, he still harbors resentment towards the gods, and views their followers with a condescending type of pity, as he believes strongly in the idea that each individual should accomplish their goals by their own merit, and looks down upon those who do so via divine intervention or by having others do it for them.
=== '''Current Events''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=wuO_r6Qre9Q
[[Category:Characters]]
[[Category:Player Characters]]
8xbe36wg1ee2reamclg6wbujgb3rkzo
929
928
2020-02-12T21:02:34Z
Gold Fairy
43716013
929
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|image1 = Xander shirtless.jpg|caption1 = "When peace turns to war, right and wrong are replaced by success and failure as morality steps aside for survival"|gender = Male|race = Oni-Spawn Tiefling|class = Bloodrager - Brawler|alignment = Lawful Evil|deity = None, he only has faith in himself|age = 70|height = 255 cm (8'4")|weight = 250 kg (550 lbs)|hair = Crimson|eyes = Black}}
=== '''History''' ===
Born to a Tiefling tribe living within a system of caves at the midway point of the savage peaks in Tian Xia, Xander showed incredible promise as a warrior from a young age, his fighting prowess easily surpassing his peers, this lead to him receiving privileged treatment within his tribe, even being allowed to stray far from the borders of his home for days at a time, which he did frequently to satiate his intense curiosity in regards to the wider world.
As he grew older, Xander began to stray even further, going as far as to visit a number of nearby towns and cities in disguise, this taught him the true scale of the world, something that none of the other members of his xenophobic tribe understood, it was this difference in perspective that caused the young man to clash with his tribe as their raiding bands became more aggressive, beginning to catch the attention of the larger cities.
With war looming on the horizon, both figuratively and literally, Xander attempted to convince his kinsmen to back down from further provoking the surrounding cities, citing the extreme complexity and size of their fighting forces, to the tribe who had only experienced the scale of other tribes, bandit camps, merchant caravans, and small villages, the words of the young Oni-Spawn were little more than fanciful tales, which were promptly ignored.
Frustrated with his elders, Xander turned to the gods, both the tribes, and those her learned of from his time in the cities, pleading with them to make his elders see reason between attempts to convince them, but his tribe did not budge, believing that they could overcome any obstacle in their path.
With his prayers seemingly ignored, Xander took it upon himself to resolve the issue the only way he could, intercepting the most recent raiding band at the tribes' border, when a search party was sent out to find them, Xander destroyed them as well, resting his wounds before moving on the the rest of his tribe, his blood boiling, the anger directed not just at the elders who refused to listen, but also at himself, for having to take such drastic measures.
It took two days, and in the end, Xander wiped out his entire tribe down to the last man, woman, and child, bringing himself to the brink of death in the process, the reason he gave to his former friends and family was simple. "If you continue down this path, you will not be killed, you will simply be decimated and enslaved, our culture torn apart and trampled on, so I do this to save you from that fate, so that our culture shall remain intact, this is a mercy killing."
A few years passed, and Xander was now a member of a moderately strong crew of pirates operating in The Shackles, through his strength and measured approach to engagements, he quickly garnered a fearsome reputation, a reputation backed by a number of feats including, but not limited to, Throwing people so hard that their bodies damage their ship as much as a shot from a cannon, being struck down the throat by lightning, only to compliment the taste and demand seconds, and swimming up a waterfall with four barrels of explosives strapped to his back.
Over time and battle, a fair few crew members lost their lives, including his original captain, leading to the crew electing him to fill the position, from that point on, he would build the crew into what would be known as 'The Crimson Fingers', catching the eye of the pirate lords of the shackles, whom eventually contacted Xander, negotiating the terms for him and his crew to serve as one of the vanguards of the pirate forces of The Shackles.
This was not to last however, as one day, his crew conducted a failed raid on a ship that harbored a coven of necromancers who sent him to a strange demiplane designed to draw out the dormant potential of various Tieflings and their bloodlines.
Xander spent 15 years within that nightmarish demiplane, buffeted by constant acid rain at frigid temperatures and spending his days fighting and eating the other Tieflings there, as they were the only food source available.
Being reborn from one of the many walls within the city inside the demiplane each time he died, his mind slowly warped, all other emotions giving way to an unending rage as he was killed and remade numerous times, after this process, he was released back into the material plane, where only 6 months had passed, his unending rage since tempered and refined, allowing him enough lucidity to function within society at a reasonable enough level.
At this point, Xander had one goal as he made his way to Absalom, to free the Tieflings from that demiplane, bring them under his command, and thus rebuild his tribe, however, he would first need to rebuild his pirate crew.
=== '''Personality''' ===
Xander is an incredibly proud and confident individual, but he is also reserved and patient, while many would assume that a man of his size and strength would fight first and ask questions later, he is somewhat the opposite to this, preferring to use great shows of force only when it is needed, such as enticing others to his side, crushing his oppositions' will to resist, or crushing the opposition that does resist.
Due to his past experience, Xander is prone to gaining the service of others through mutually beneficial arrangements, rather than with more heavy-handed methods, and while he does show consideration for the values and well-being of those who work for him, practicality takes priority, and he is not above completely disregarding the values of others if they prove to be a hindrance to him or his goals, for his outlook is as unyielding as his determination to rebuild his lost tribe.
His history before becoming a pirate is unknown for a reason, as Xanders' actions left him with a deep sense of regret, to the point where no matter how much alcohol he has consumed, not a word of it can be pried from him, any attempts to force this information out of him has resulted in episodes of blind rage that have taken three days to clean, and such events are the only exception to his preference to use violence sparingly.
This history, despite being something that Xander regrets, is something that has taught him some valuable lessons that have shaped his personality, primarily, the end of his tribe has made him the type of man who is capable of trusting others, but cannot fully rely on anyone but himself, he still harbors resentment towards the gods, and views their followers with a condescending type of pity, as he believes strongly in the idea that each individual should accomplish their goals by their own merit, and looks down upon those who do so via divine intervention or by having others do it for them.
=== '''Current Events''' ===
-To be determined-
=== '''Theme Song:''' ===
https://www.youtube.com/watch?v=wuO_r6Qre9Q
[[Category:Characters]]
[[Category:Player Characters]]
n1mduxmw9s1vvsejwovhdxdiib1xx7c
Ylva
0
338
661
2019-09-05T15:42:32Z
Gold Fairy
43716013
Everything
661
wikitext
text/x-wiki
{{Infobox_character|name = Ylva|image = 5c28a51151596a52e30bab3bb375cabb.jpg|relatives = Xander (Adoptive father - current whereabouts unknown)|affiliation = Crimson Fingers Pirates (Formerly)|species = Human|gender = Female|height = 175 cm (5'9")|weight = Unknown|imagecaption = "There's nothing that can't be accomplished with a bit of elbow grease, if at first you don't succeed, add more grease."}}
=== '''Appearance''' ===
Ylva is a young human woman of above average height and an athletic, well-toned build. Her midnight blue hair flows free, barring a violet headband, reaching down to her waist, which is adorned by a makeshift skirt that exposes her left thigh, held in place by a plain belt. The rest of her attire seemingly follows this makeshift style, her upper body clad in a leather corset over a red vest, a second belt crossing over her chest from the right shoulder to the left side of her waist.
To complete the look, Ylva wears a pair of wrist-length gloves and thigh-high boots, her left forearm covered by a bracer bearing two buckles to ensure a proper fit.
=== '''History''' ===
Born to a prostitute and an unknown father in The Shackles, Ylva was abandoned early on in her life, learning quickly to fend for herself. The young child often had to steal to get by, and when she couldn't steal, she hunted, regardless of whether or not the animal in question belonged to someone.
On one such occasion, she happened to hunt a cat that belonged to a member of the Crimson Fingers Pirates, and the owner of the cat caught her in the act before she could deliver the final blow, and would have cut the child down, had that pirates' captain not intervened, the captain was a hulking Oni by the name of Xander, bulging with muscle and standing just shy of eight and a half feet tall, despite the size difference between them, the young girl stood her ground, which the pirate captain found rather amusing, and so offered her a home, provided that she work for them by cleaning their weapons, it was an offer the child gladly accepted.
As the years went by, Ylva graduated from cleaning weapons, to maintaining them, and had even participated in raids using spare firearms on occasion, something Xander, whom she would later come to know as her adoptive father, took note of, and so allowed her to join the crews' marksmanship drills, which uncovered a natural born affinity for firearms of all kinds.
While Ylva was talented, she was still well within her fathers' shadow, as there were a great deal of rumors regarding his feats, such rumors include; that he could throw a man with such force that the body could do as much damage to a ship as a shot from a cannon, that he was capable of swimming up a waterfall, that one stormy night he was stuck down the throat by lightning, and simply responded by complimenting the taste and demanding seconds, and that he once scrubbed the barnacles off the ships' hull using the face of an insubordinate crew member. Ylva knows all but the last one to be true, as when she had left her childhood years behind and had become a woman, her more adult figure caught the eye of a particularly drunk crew member, who attempted to take what he wanted by force, her response was to pick up the nearest flintlock, blow his kneecaps out with it, and drag him out to the deck, giving the other crew members there a brief summary of what had happened, before going down to get rid of some persistent barnacles.
Despite this incident, Ylva and the rest of the crew still viewed each other as family, and none of them dared to touch her like that, regardless of how intoxicated they got, which taught the young pirate a valuable lesson, that lesson being that when you have to dirty your hands, it sometimes pays to go overboard, in a manner of speaking. While this painted a picture of Ylva being a chaste woman, this couldn't be further from the truth, as she is every bit as rowdy as her male counterparts during visits to the brothel.
Unfortunately, all good things must come to an end, and during the winter months Ylva fell ill and had to be left behind while the others went out on another raid, and so she waited, recovered, and waited some more, but as more time passed, she realized that the crew she had come to call her family were not coming back, but rather than write them off as dead, she made preparations to go find them, for she knew that even if smething had befallen then, her father at the very least would still be alive. The determined young woman set out for the city of Absalom in search of answers.
=== '''Personality''' ===
At first meeting, Ylva is an assertive, sharp-tongued young woman oozing with confidence, more than happy to engage in friendly banter and flirtation, hard drinking, and a spot of gambling with just about anyone, provided that they do not attempt anything underhanded.
However, every coin has two sides, and Ylva likewise possesses a side to her that is cunning, cruel, and endowed with a sick sense of humor, being prone to inflicting disproportionate, yet ironically fitting punishment upon though who cross her, even for minor infractions.
Overall, Ylva understands that as a pirate, she must step out of her adoptive fathers' shadow to become respected and feared in her own right. Because of her inability to match his extreme physicality, she came to the conclusion that ruthlessness is a useful tool to that end, and thus has learned to take a more measured approach to handling her business as opposed to most other pirates.
=== '''Current Events''' ===
-To be determined-
6qei1y6wduz2agvc7ilq04sjujw7nhh
662
661
2019-09-05T15:43:15Z
Gold Fairy
43716013
Adding categories
662
wikitext
text/x-wiki
{{Infobox_character|name = Ylva|image = 5c28a51151596a52e30bab3bb375cabb.jpg|relatives = Xander (Adoptive father - current whereabouts unknown)|affiliation = Crimson Fingers Pirates (Formerly)|species = Human|gender = Female|height = 175 cm (5'9")|weight = Unknown|imagecaption = "There's nothing that can't be accomplished with a bit of elbow grease, if at first you don't succeed, add more grease."}}
=== '''Appearance''' ===
Ylva is a young human woman of above average height and an athletic, well-toned build. Her midnight blue hair flows free, barring a violet headband, reaching down to her waist, which is adorned by a makeshift skirt that exposes her left thigh, held in place by a plain belt. The rest of her attire seemingly follows this makeshift style, her upper body clad in a leather corset over a red vest, a second belt crossing over her chest from the right shoulder to the left side of her waist.
To complete the look, Ylva wears a pair of wrist-length gloves and thigh-high boots, her left forearm covered by a bracer bearing two buckles to ensure a proper fit.
=== '''History''' ===
Born to a prostitute and an unknown father in The Shackles, Ylva was abandoned early on in her life, learning quickly to fend for herself. The young child often had to steal to get by, and when she couldn't steal, she hunted, regardless of whether or not the animal in question belonged to someone.
On one such occasion, she happened to hunt a cat that belonged to a member of the Crimson Fingers Pirates, and the owner of the cat caught her in the act before she could deliver the final blow, and would have cut the child down, had that pirates' captain not intervened, the captain was a hulking Oni by the name of Xander, bulging with muscle and standing just shy of eight and a half feet tall, despite the size difference between them, the young girl stood her ground, which the pirate captain found rather amusing, and so offered her a home, provided that she work for them by cleaning their weapons, it was an offer the child gladly accepted.
As the years went by, Ylva graduated from cleaning weapons, to maintaining them, and had even participated in raids using spare firearms on occasion, something Xander, whom she would later come to know as her adoptive father, took note of, and so allowed her to join the crews' marksmanship drills, which uncovered a natural born affinity for firearms of all kinds.
While Ylva was talented, she was still well within her fathers' shadow, as there were a great deal of rumors regarding his feats, such rumors include; that he could throw a man with such force that the body could do as much damage to a ship as a shot from a cannon, that he was capable of swimming up a waterfall, that one stormy night he was stuck down the throat by lightning, and simply responded by complimenting the taste and demanding seconds, and that he once scrubbed the barnacles off the ships' hull using the face of an insubordinate crew member. Ylva knows all but the last one to be true, as when she had left her childhood years behind and had become a woman, her more adult figure caught the eye of a particularly drunk crew member, who attempted to take what he wanted by force, her response was to pick up the nearest flintlock, blow his kneecaps out with it, and drag him out to the deck, giving the other crew members there a brief summary of what had happened, before going down to get rid of some persistent barnacles.
Despite this incident, Ylva and the rest of the crew still viewed each other as family, and none of them dared to touch her like that, regardless of how intoxicated they got, which taught the young pirate a valuable lesson, that lesson being that when you have to dirty your hands, it sometimes pays to go overboard, in a manner of speaking. While this painted a picture of Ylva being a chaste woman, this couldn't be further from the truth, as she is every bit as rowdy as her male counterparts during visits to the brothel.
Unfortunately, all good things must come to an end, and during the winter months Ylva fell ill and had to be left behind while the others went out on another raid, and so she waited, recovered, and waited some more, but as more time passed, she realized that the crew she had come to call her family were not coming back, but rather than write them off as dead, she made preparations to go find them, for she knew that even if smething had befallen then, her father at the very least would still be alive. The determined young woman set out for the city of Absalom in search of answers.
=== '''Personality''' ===
At first meeting, Ylva is an assertive, sharp-tongued young woman oozing with confidence, more than happy to engage in friendly banter and flirtation, hard drinking, and a spot of gambling with just about anyone, provided that they do not attempt anything underhanded.
However, every coin has two sides, and Ylva likewise possesses a side to her that is cunning, cruel, and endowed with a sick sense of humor, being prone to inflicting disproportionate, yet ironically fitting punishment upon though who cross her, even for minor infractions.
Overall, Ylva understands that as a pirate, she must step out of her adoptive fathers' shadow to become respected and feared in her own right. Because of her inability to match his extreme physicality, she came to the conclusion that ruthlessness is a useful tool to that end, and thus has learned to take a more measured approach to handling her business as opposed to most other pirates.
=== '''Current Events''' ===
-To be determined-
[[Category:Player Characters]]
hxo4lrmfw4ynzae89gk0vydemqrf3ve
663
662
2019-09-05T15:44:15Z
Gold Fairy
43716013
/* Appearance */
663
wikitext
text/x-wiki
{{Infobox_character|name = Ylva|image = 5c28a51151596a52e30bab3bb375cabb.jpg|relatives = Xander (Adoptive father - current whereabouts unknown)|affiliation = Crimson Fingers Pirates (Formerly)|species = Human|gender = Female|height = 175 cm (5'9")|weight = Unknown|imagecaption = "There's nothing that can't be accomplished with a bit of elbow grease, if at first you don't succeed, add more grease."}}
=== '''Appearance''' ===
Ylva is a young human woman of above average height and an athletic, well-toned build. Her midnight blue hair flows free, barring a violet headband. Her hair reaches down to her waist, which is adorned by a makeshift skirt that exposes her left thigh, held in place by a plain belt. The rest of her attire seemingly follows this makeshift style, her upper body clad in a leather corset over a red vest, a second belt crossing over her chest from her right shoulder to the left side of her waist.
To complete the look, Ylva wears a pair of wrist-length gloves and thigh-high boots, her left forearm covered by a bracer bearing two buckles to ensure a proper fit.
=== '''History''' ===
Born to a prostitute and an unknown father in The Shackles, Ylva was abandoned early on in her life, learning quickly to fend for herself. The young child often had to steal to get by, and when she couldn't steal, she hunted, regardless of whether or not the animal in question belonged to someone.
On one such occasion, she happened to hunt a cat that belonged to a member of the Crimson Fingers Pirates, and the owner of the cat caught her in the act before she could deliver the final blow, and would have cut the child down, had that pirates' captain not intervened, the captain was a hulking Oni by the name of Xander, bulging with muscle and standing just shy of eight and a half feet tall, despite the size difference between them, the young girl stood her ground, which the pirate captain found rather amusing, and so offered her a home, provided that she work for them by cleaning their weapons, it was an offer the child gladly accepted.
As the years went by, Ylva graduated from cleaning weapons, to maintaining them, and had even participated in raids using spare firearms on occasion, something Xander, whom she would later come to know as her adoptive father, took note of, and so allowed her to join the crews' marksmanship drills, which uncovered a natural born affinity for firearms of all kinds.
While Ylva was talented, she was still well within her fathers' shadow, as there were a great deal of rumors regarding his feats, such rumors include; that he could throw a man with such force that the body could do as much damage to a ship as a shot from a cannon, that he was capable of swimming up a waterfall, that one stormy night he was stuck down the throat by lightning, and simply responded by complimenting the taste and demanding seconds, and that he once scrubbed the barnacles off the ships' hull using the face of an insubordinate crew member. Ylva knows all but the last one to be true, as when she had left her childhood years behind and had become a woman, her more adult figure caught the eye of a particularly drunk crew member, who attempted to take what he wanted by force, her response was to pick up the nearest flintlock, blow his kneecaps out with it, and drag him out to the deck, giving the other crew members there a brief summary of what had happened, before going down to get rid of some persistent barnacles.
Despite this incident, Ylva and the rest of the crew still viewed each other as family, and none of them dared to touch her like that, regardless of how intoxicated they got, which taught the young pirate a valuable lesson, that lesson being that when you have to dirty your hands, it sometimes pays to go overboard, in a manner of speaking. While this painted a picture of Ylva being a chaste woman, this couldn't be further from the truth, as she is every bit as rowdy as her male counterparts during visits to the brothel.
Unfortunately, all good things must come to an end, and during the winter months Ylva fell ill and had to be left behind while the others went out on another raid, and so she waited, recovered, and waited some more, but as more time passed, she realized that the crew she had come to call her family were not coming back, but rather than write them off as dead, she made preparations to go find them, for she knew that even if smething had befallen then, her father at the very least would still be alive. The determined young woman set out for the city of Absalom in search of answers.
=== '''Personality''' ===
At first meeting, Ylva is an assertive, sharp-tongued young woman oozing with confidence, more than happy to engage in friendly banter and flirtation, hard drinking, and a spot of gambling with just about anyone, provided that they do not attempt anything underhanded.
However, every coin has two sides, and Ylva likewise possesses a side to her that is cunning, cruel, and endowed with a sick sense of humor, being prone to inflicting disproportionate, yet ironically fitting punishment upon though who cross her, even for minor infractions.
Overall, Ylva understands that as a pirate, she must step out of her adoptive fathers' shadow to become respected and feared in her own right. Because of her inability to match his extreme physicality, she came to the conclusion that ruthlessness is a useful tool to that end, and thus has learned to take a more measured approach to handling her business as opposed to most other pirates.
=== '''Current Events''' ===
-To be determined-
[[Category:Player Characters]]
p1wd6ogh0jkupm12hvtzla52p8fg8ok
664
663
2019-09-05T15:45:40Z
Gold Fairy
43716013
/* Personality */
664
wikitext
text/x-wiki
{{Infobox_character|name = Ylva|image = 5c28a51151596a52e30bab3bb375cabb.jpg|relatives = Xander (Adoptive father - current whereabouts unknown)|affiliation = Crimson Fingers Pirates (Formerly)|species = Human|gender = Female|height = 175 cm (5'9")|weight = Unknown|imagecaption = "There's nothing that can't be accomplished with a bit of elbow grease, if at first you don't succeed, add more grease."}}
=== '''Appearance''' ===
Ylva is a young human woman of above average height and an athletic, well-toned build. Her midnight blue hair flows free, barring a violet headband. Her hair reaches down to her waist, which is adorned by a makeshift skirt that exposes her left thigh, held in place by a plain belt. The rest of her attire seemingly follows this makeshift style, her upper body clad in a leather corset over a red vest, a second belt crossing over her chest from her right shoulder to the left side of her waist.
To complete the look, Ylva wears a pair of wrist-length gloves and thigh-high boots, her left forearm covered by a bracer bearing two buckles to ensure a proper fit.
=== '''History''' ===
Born to a prostitute and an unknown father in The Shackles, Ylva was abandoned early on in her life, learning quickly to fend for herself. The young child often had to steal to get by, and when she couldn't steal, she hunted, regardless of whether or not the animal in question belonged to someone.
On one such occasion, she happened to hunt a cat that belonged to a member of the Crimson Fingers Pirates, and the owner of the cat caught her in the act before she could deliver the final blow, and would have cut the child down, had that pirates' captain not intervened, the captain was a hulking Oni by the name of Xander, bulging with muscle and standing just shy of eight and a half feet tall, despite the size difference between them, the young girl stood her ground, which the pirate captain found rather amusing, and so offered her a home, provided that she work for them by cleaning their weapons, it was an offer the child gladly accepted.
As the years went by, Ylva graduated from cleaning weapons, to maintaining them, and had even participated in raids using spare firearms on occasion, something Xander, whom she would later come to know as her adoptive father, took note of, and so allowed her to join the crews' marksmanship drills, which uncovered a natural born affinity for firearms of all kinds.
While Ylva was talented, she was still well within her fathers' shadow, as there were a great deal of rumors regarding his feats, such rumors include; that he could throw a man with such force that the body could do as much damage to a ship as a shot from a cannon, that he was capable of swimming up a waterfall, that one stormy night he was stuck down the throat by lightning, and simply responded by complimenting the taste and demanding seconds, and that he once scrubbed the barnacles off the ships' hull using the face of an insubordinate crew member. Ylva knows all but the last one to be true, as when she had left her childhood years behind and had become a woman, her more adult figure caught the eye of a particularly drunk crew member, who attempted to take what he wanted by force, her response was to pick up the nearest flintlock, blow his kneecaps out with it, and drag him out to the deck, giving the other crew members there a brief summary of what had happened, before going down to get rid of some persistent barnacles.
Despite this incident, Ylva and the rest of the crew still viewed each other as family, and none of them dared to touch her like that, regardless of how intoxicated they got, which taught the young pirate a valuable lesson, that lesson being that when you have to dirty your hands, it sometimes pays to go overboard, in a manner of speaking. While this painted a picture of Ylva being a chaste woman, this couldn't be further from the truth, as she is every bit as rowdy as her male counterparts during visits to the brothel.
Unfortunately, all good things must come to an end, and during the winter months Ylva fell ill and had to be left behind while the others went out on another raid, and so she waited, recovered, and waited some more, but as more time passed, she realized that the crew she had come to call her family were not coming back, but rather than write them off as dead, she made preparations to go find them, for she knew that even if something had befallen then, her father at the very least would still be alive. The determined young woman set out for the city of Absalom in search of answers.
=== '''Personality''' ===
At first meeting, Ylva is an assertive, sharp-tongued young woman oozing with confidence, more than happy to engage in friendly banter and flirtation, hard drinking, and a spot of gambling with just about anyone, provided that they do not attempt anything underhanded.
However, every coin has two sides, and Ylva likewise possesses a side to her that is cunning, cruel, and endowed with a sick sense of humor, being prone to inflicting disproportionate, yet ironically fitting punishment upon those who cross her, even for minor infractions.
Overall, Ylva understands that as a pirate, she must step out of her adoptive fathers' shadow to become respected and feared in her own right. Because of her inability to match his extreme physicality, she came to the conclusion that ruthlessness is a useful tool to that end, and thus has learned to take a more measured approach to handling her business as opposed to most other pirates.
=== '''Current Events''' ===
-To be determined-
[[Category:Player Characters]]
rsrf3m5q7oihan1fs13ig73q6vctxnr
Yoko Momoka
0
697
1438
2020-06-24T01:17:29Z
KyruKitsune
44682261
Primary content update
1438
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Yoko Mei Momoka|image1 = 0cf83a9cfae114fab432ba781374be6b.png|gender = Feminine|race = Yōkai Kitsune|alignment = Chaotic Neutral|age = 30|height = 5' (152.5cm)|weight = 98lbs (44.4kg)}}
=='''''Histor'''''y==
The roots of the Momoka are not especially glorious or noteworthy, ascending to prominence primarily through sheer wealth as they exploited trade routes leading west from the city-state of Goka. The tale told by the clan matriarch, Yuka, claims that it started with her tricking an Oni in a drinking match and winning a precious ruby in the process, although this story is unlikely to be true.
[[File:E5ddfcc0f79511df5119190846daf24d.jpg|left|thumb|212x212px|Clan Matriarch, Yuka]]
What can be confirmed, is that sometime after Yuka came upon a fortunate sum, she would have put it to excellent use building a fortune on a fairly risky and long trade route spanning between her homeland in Minkai to Goka, where goods could fetch a princely sum from western buyers.
Of course, trade often works both ways, and after the initial round of success Yuka quickly took advantage of the emerging firearms trade, and began to proliferate these weapons to the highest bidder as the first examples began to show up in the markets of Goka. Though far from an honorable service, the future clan matriarch didn't enter trade to be well liked, and it wasn't long before many nations and warlords of the continent were clamoring for their own, whether to gain advantage or defend themselves from newly well armed and aggressive neighbors, thus securing the fortune as well as a small amount of infamy.
[[File:41378346311 15b6172855 o.jpg|thumb|220x220px]]
Of course, as always times change, and equipping whole armies was expensive enough without distant foreign shipments. The western arms trade had begun to dry up as a few premature warlords bankrupted themselves on the weapons, unable to earn back the expense from their neighbors. Ever the opportunist, Yuka would have taken it upon herself to set up local manufacturing workshops, undercutting her own prices and establishing a small monopoly before the other emerging entrants to the market could gain strong foothold. It was here that she set the local standards for rifling, calibre, and created the first affordable Tien firearms en masse.
'''''Bitter Revenge'''''
It didn't take long with business practices like these to make a few enemies however, with lives and fortunes crushed through Yuka's ruthless enterprise. Although Yuka herself was too problematic to deal with directly, the young heiress of the rising clan became the target instead. With a suitable bribe, a maid would have fed young Yoko a dose of Ricin poison, making her escape from the city swiftly before the slow acting toxin was noticed and the life of the heiress left in critical balance. Though she survived in the end after weeks of fever, it was not without cost as her health would never recover to it's original vibrancy, leaving Yoko a pale and sickly youth who struggled up flights of stairs or to walk more than a few minutes at a time. And so, one young girl's dreams of adventuring like the heroic samurai of old were crushed when it became apparent her recovery would never happen.
'''''A Ghostly Prodigy'''''
Heartbroken and depressed, Yoko's family home became a gilded cage, it's sculpted gardens a maddening reminder of what she had lost. Even when sight of her mother's favorite flower garden eventually drove her to a fit of rage, she became exhausted and collapsed partway through the deed, able to do little but cry in futility amid a half-destroyed bed of lilies.
Eventually the servants carried her back to bed, and beyond this point she became a recluse. Barely eating or sleeping, and avoiding all people, her sole escape was into books. First worlds of fiction, but even these proved too bitter a reminder. Then came scouring more informative works. First botany literature, then architecture, math, religious scripture.... Soon enough she had consumed every book available and was regularly pestering the servants to bring more, disappearing among literal mountains of texts. This didn't change her old dreams one bit however, instead rekindling a new passion for life. She may have been barely able to walk, but upon discovering the schematics for advanced mechanical replacement limbs, fantastically complex but equally powerful contraptions, an idea would be born. If the flesh was so weak, she would escape it in order to pursue her heart's desire....
Of course, just reading it in a book would not be quite enough. Many of the schematics Yoko was able to find were theoretical and untested - the few which worked, had severe limits. So in time after countless discarded prototypes, including a few original designs, she would pester her mother to send her abroad for study where she could seek out the missing key to success. Witnessing such a rekindling of determination within her daughter, Yuka was unable to refuse, and after months at sea, the young clan heiress stepped off the boat at the docks of Absalom, aided by her trusty servant.
c858rvv3o412rvr84z6f09dt7q9qv1w
1440
1438
2020-06-24T01:21:31Z
KyruKitsune
44682261
Images added and formatted
1440
wikitext
text/x-wiki
{{ATCOS_Character_Infobox|title1 = Yoko Mei Momoka|image1 = 0cf83a9cfae114fab432ba781374be6b.png|gender = Feminine|race = Yōkai Kitsune|alignment = Chaotic Neutral|age = 30|height = 5' (152.5cm)|weight = 98lbs (44.4kg)}}
=='''''Histor'''''y==
The roots of the Momoka are not especially glorious or noteworthy, ascending to prominence primarily through sheer wealth as they exploited trade routes leading west from the city-state of Goka. The tale told by the clan matriarch, Yuka, claims that it started with her tricking an Oni in a drinking match and winning a precious ruby in the process, although this story is unlikely to be true.
[[File:E5ddfcc0f79511df5119190846daf24d.jpg|left|thumb|212x212px|Clan Matriarch, Yuka]]
What can be confirmed, is that sometime after Yuka came upon a fortunate sum, she would have put it to excellent use building a fortune on a fairly risky and long trade route spanning between her homeland in Minkai to Goka, where goods could fetch a princely sum from western buyers.
Of course, trade often works both ways, and after the initial round of success Yuka quickly took advantage of the emerging firearms trade, and began to proliferate these weapons to the highest bidder as the first examples began
[[File:Capture.JPG|left|thumb|169x169px|Momoka Clan Banner]]
to show up in the markets of Goka. Though far from an honorable service, the future clan matriarch didn't enter trade to be well liked, and it wasn't long before many nations and warlords of the continent were clamoring for their own, whether to gain advantage or defend themselves from newly well armed and aggressive neighbors, thus securing the fortune as well as a small amount of infamy.
[[File:41378346311 15b6172855 o.jpg|thumb|220x220px|A Tien Junk ship - reputedly Yuka's first vessel.]]
Of course, as always times change, and equipping whole armies was expensive enough without distant foreign shipments. The western arms trade had begun to dry up as a few premature warlords bankrupted themselves on the weapons, unable to earn back the expense from their neighbors. Ever the opportunist, Yuka would have taken it upon herself to set up local manufacturing workshops, undercutting her own prices and establishing a small monopoly before the other emerging entrants to the market could gain strong foothold. It was here that she set the local standards for rifling, calibre, and created the first affordable Tien firearms en masse.
'''''Bitter Revenge'''''
It didn't take long with business practices like these to make a few enemies however, with lives and fortunes crushed through Yuka's ruthless enterprise. Although Yuka herself was too problematic to deal with directly, the young heiress of the rising clan became the target instead. With a suitable bribe, a maid would have fed young Yoko a dose of Ricin poison, making her escape from the city swiftly before the slow acting toxin was noticed and the life of the heiress left in critical balance. Though she survived in the end after weeks of fever, it was not without cost as her health would never recover to it's original vibrancy, leaving Yoko a pale and sickly youth who struggled up flights of stairs or to walk more than a few minutes at a time. And so, one young girl's dreams of adventuring like the heroic samurai of old were crushed when it became apparent her recovery would never happen.
'''''A Ghostly Prodigy'''''
[[File:Japanese-Tea-House-e1446426122896.jpg|thumb|220x220px|Momoka Clan Home]]
Heartbroken and depressed, Yoko's family home became a gilded cage, it's sculpted gardens a maddening reminder of what she had lost. Even when sight of her mother's favorite flower garden eventually drove her to a fit of rage, she became exhausted and collapsed partway through the deed, able to do little but cry in futility amid a half-destroyed bed of lilies.
Eventually the servants carried her back to bed, and beyond this point she became a recluse. Barely eating or sleeping, and avoiding all people, her sole escape was into books. First worlds of fiction, but even these proved too bitter a reminder. Then came scouring more informative works. First botany literature, then architecture, math, religious scripture.... Soon enough she had consumed every book available and was regularly pestering the servants to bring more, disappearing among literal mountains of texts. This didn't change her old dreams one bit however, instead rekindling a new passion for life. She may have been barely able to walk, but upon discovering the schematics for advanced mechanical replacement limbs, fantastically complex but equally powerful contraptions, an idea would be born. If the flesh was so weak, she would escape it in order to pursue her heart's desire....
Of course, just reading it in a book would not be quite enough. Many of the schematics Yoko was able to find were theoretical and untested - the few which worked, had severe limits. So in time after countless discarded prototypes, including a few original designs, she would pester her mother to send her abroad for study where she could seek out the missing key to success. Witnessing such a rekindling of determination within her daughter, Yuka was unable to refuse, and after months at sea, the young clan heiress stepped off the boat at the docks of Absalom, aided by her trusty servant.
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Zeleni
0
685
1421
2020-06-12T21:45:39Z
EtherealVanity
39247988
Created page with "WIP"
1421
wikitext
text/x-wiki
WIP
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1423
1421
2020-06-12T21:50:43Z
EtherealVanity
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1423
wikitext
text/x-wiki
{{Infobox_character|name = Zeleni|image = Abbc60b4f99cf7424463848df9cf15d7.jpeg|imagecaption = Her purely 'human' form.|aliases = The Shapechanger|relatives = Unknown|affiliation = Unknown|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Void Dragon descended Aasimar|gender = Variable|height = Variable|weight = Variable|eyes = Variable}}
== Origin ==
== Goals and ambitions ==
== Appearance ==
== Rumors ==
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1423
2020-06-12T22:25:09Z
EtherealVanity
39247988
1426
wikitext
text/x-wiki
{{Infobox_character|name = Zeleni|image = True form d.jpg|imagecaption = Her purely 'human' form.|aliases = The Shapechanger|relatives = Unknown|affiliation = Unknown|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Void Dragon descended Aasimar|gender = Variable|height = Variable|weight = Variable|eyes = Variable}}
== Origin ==
Very little is known about where Zeleni is from or how she even came to be. Each time someone asks her she tells a different story. Ranging from that she grew up in the wilds of the Mwagi expanse, to that she hails from the distant Tien or that she is from another world entirely.
The truth may lie somewhere in between all of her stories, if one were to pick a grain of truth from each and piece them together like the zodiac signs are pieced together between the stars of the night sky.
Her mannerisms do betray her at times and they suggest that she comes from somewhere that's a least less civilized than Absalom. Her tendency to prefer the out-doors and rarely sticking for too long to a single place. Her avoidance of the too pompous of districts in Absalom.
Though at the same time it is clear to any who come to know her that her appetites are broad, vast and insatiable. If there is a wild tavern party, she'll be there. Some kind of celebration? She'll be there too. Even go as far as crashing parties she isn't invited to - which isn't too hard when you know how to alter your appearance in the matter of a few seconds.
== Combat style ==
Aside from utilizing her ability to shape-shift to make her a dangerous foe, she is skilled in hand-to-hand combat. Though rather than use claws to rake people she wears a set of gauntlets much in the style of hair starry hair.
Known to be able to throw a punch, she seems more skilled at shoving and dragging people around while pummeling them or smacking them against walls or whatever other hard enough surface hat is available.
Not only that, she is known to be skilled at slipping in and out of places at that - occasionally little trinkets go missing in her wake at that.
== Goals and ambitions ==
* Enjoying life is a broad and vague goal, but one she holds dear all the same. Whatever her reasons are, she spares no cost making sure that every moment of it is rich with sensation, sensuality or taste.
* Reaching the heights of Shape-shifting: not the most creative of goals but it has much to do with her pride in her abilities. Zeleni wishes to be free of the shackles that is her mortal body.
* Zeleni wants to know why her memories only start 10 years ago, when she awoke alone and afraid. Force to fend for herself in a harsh environment full of predators.
== Appearance ==
[[File:Abbc60b4f99cf7424463848df9cf15d7.jpeg|left|thumb|292x292px]]
=== Purely human form ===
Usually standing at around 5'7" though by no means set in stone with an ashen complexion, lithe figure, dark hair and crimson eyes. Often the form she performs her dance routines in unless asked to take another and the one she uses as her 'official' form when dealing with government officials and the like. Mostly to avoid discrimination and to make people more at ease with something mostly plain and human looking.
One thing this one and many of her others have in common is the dancers garb of fine quality.
=== True form ===
Leaning more gray than ashen, her skin is dotted with scales as she stands closer to 5'9" and up to 6'1" when in a particular mood. Two horns curl forward that are dotted with bio-luminescent spots. A draconic tail extends from the lower of her back and her hair reminds of a starry sky with its darkness and spots of light. Her eyes are an intense golden color surrounded by pitch-black sclera.
=== Feline form ===
[[File:Catgirl form a.png|thumb|311x311px]]
Having learned long ago that many crave something exotic, but not too exotic when it comes to her exotic dancing routines. She has adapted a recognizable humanoid form with added feline traits - as many seem to enjoy the fluffy ears and feline tail.
== Rumors ==
* While officially an exotic dancer, there are plenty of rumors of her going the extra mile beyond the exotic dancing. Though she is as much renown for turning people down at her whim and fancy.
* That neither of her forms witnessed so far is the true one, that she is some kind of aberration from beyond the stars.
* Some believe that she is associated with one of the many thieves guilds in the city.
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1427
1426
2020-06-12T22:26:36Z
EtherealVanity
39247988
1427
wikitext
text/x-wiki
{{Infobox_character|name = Zeleni|image = True form d.jpg|imagecaption = Her purely 'human' form.|aliases = The Shapechanger|relatives = Unknown|affiliation = Unknown|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Void Dragon descended Aasimar|gender = Variable|height = Variable|weight = Variable|eyes = Variable}}
== Origin ==
Very little is known about where Zeleni is from or how she even came to be. Each time someone asks her she tells a different story. Ranging from that she grew up in the wilds of the Mwagi expanse, to that she hails from the distant Tien or that she is from another world entirely.
The truth may lie somewhere in between all of her stories, if one were to pick a grain of truth from each and piece them together like the zodiac signs are pieced together between the stars of the night sky.
Her mannerisms do betray her at times and they suggest that she comes from somewhere that's a least less civilized than Absalom. Her tendency to prefer the out-doors and rarely sticking for too long to a single place. Her avoidance of the too pompous of districts in Absalom.
Though at the same time it is clear to any who come to know her that her appetites are broad, vast and insatiable. If there is a wild tavern party, she'll be there. Some kind of celebration? She'll be there too. Even go as far as crashing parties she isn't invited to - which isn't too hard when you know how to alter your appearance in the matter of a few seconds.
== Combat style ==
Aside from utilizing her ability to shape-shift to make her a dangerous foe, she is skilled in hand-to-hand combat. Though rather than use claws to rake people she wears a set of gauntlets much in the style of hair starry hair.
Known to be able to throw a punch, she seems more skilled at shoving and dragging people around while pummeling them or smacking them against walls or whatever other hard enough surface hat is available.
Not only that, she is known to be skilled at slipping in and out of places at that - occasionally little trinkets go missing in her wake at that.
== Goals and ambitions ==
* Enjoying life is a broad and vague goal, but one she holds dear all the same. Whatever her reasons are, she spares no cost making sure that every moment of it is rich with sensation, sensuality or taste.
* Reaching the heights of Shape-shifting: not the most creative of goals but it has much to do with her pride in her abilities. Zeleni wishes to be free of the shackles that is her mortal body.
* Zeleni wants to know why her memories only start 10 years ago, when she awoke alone and afraid. Force to fend for herself in a harsh environment full of predators.
== Appearance ==
[[File:Abbc60b4f99cf7424463848df9cf15d7.jpeg|left|thumb|292x292px]]
=== Purely human form ===
Usually standing at around 5'7" though by no means set in stone with an ashen complexion, lithe figure, dark hair and crimson eyes. Often the form she performs her dance routines in unless asked to take another and the one she uses as her 'official' form when dealing with government officials and the like. Mostly to avoid discrimination and to make people more at ease with something mostly plain and human looking.
One thing this one and many of her others have in common is the dancers garb of fine quality.
Another common accessory she is seen with is a long scarf that more discerning eyes might notice has small pockets. This kind of scarf is often utilized by pick-pockets in the city.
=== True form ===
Leaning more gray than ashen, her skin is dotted with scales as she stands closer to 5'9" and up to 6'1" when in a particular mood. Two horns curl forward that are dotted with bio-luminescent spots. A draconic tail extends from the lower of her back and her hair reminds of a starry sky with its darkness and spots of light. Her eyes are an intense golden color surrounded by pitch-black sclera.
=== Feline form ===
[[File:Catgirl form a.png|thumb|311x311px]]
Having learned long ago that many crave something exotic, but not too exotic when it comes to her exotic dancing routines. She has adapted a recognizable humanoid form with added feline traits - as many seem to enjoy the fluffy ears and feline tail.
== Rumors ==
* While officially an exotic dancer, there are plenty of rumors of her going the extra mile beyond the exotic dancing. Though she is as much renown for turning people down at her whim and fancy.
* That neither of her forms witnessed so far is the true one, that she is some kind of aberration from beyond the stars.
* Some believe that she is associated with one of the many thieves guilds in the city.
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1427
2020-06-12T22:32:18Z
EtherealVanity
39247988
1428
wikitext
text/x-wiki
{{Infobox_character|name = Zeleni|image = True form d.jpg|imagecaption = Her purely 'human' form.|aliases = The Shapechanger|relatives = Unknown|affiliation = Unknown|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Void Dragon descended Aasimar|gender = Variable|height = Variable|weight = Variable|eyes = Variable}}
== Origin ==
Very little is known about where Zeleni is from or how she even came to be. Each time someone asks her she tells a different story. Ranging from that she grew up in the wilds of the Mwagi expanse, to that she hails from the distant Tien or that she is from another world entirely.
The truth may lie somewhere in between all of her stories, if one were to pick a grain of truth from each and piece them together like the zodiac signs are pieced together between the stars of the night sky.
Her mannerisms do betray her at times and they suggest that she comes from somewhere that's a least less civilized than Absalom. Her tendency to prefer the out-doors and rarely sticking for too long to a single place. Her avoidance of the too pompous of districts in Absalom.
Though at the same time it is clear to any who come to know her that her appetites are broad, vast and insatiable. If there is a wild tavern party, she'll be there. Some kind of celebration? She'll be there too. Even go as far as crashing parties she isn't invited to - which isn't too hard when you know how to alter your appearance in the matter of a few seconds.
== Combat style ==
Aside from utilizing her ability to shape-shift to make her a dangerous foe, she is skilled in hand-to-hand combat. Though rather than use claws to rake people she wears a set of gauntlets much in the style of hair starry hair.
Known to be able to throw a punch, she seems more skilled at shoving and dragging people around while pummeling them or smacking them against walls or whatever other hard enough surface hat is available.
Not only that, she is known to be skilled at slipping in and out of places at that - occasionally little trinkets go missing in her wake at that.
== Goals and ambitions ==
* Enjoying life is a broad and vague goal, but one she holds dear all the same. Whatever her reasons are, she spares no cost making sure that every moment of it is rich with sensation, sensuality or taste.
* Reaching the heights of Shape-shifting: not the most creative of goals but it has much to do with her pride in her abilities. Zeleni wishes to be free of the shackles that is her mortal body.
* Zeleni wants to know why her memories only start 10 years ago, when she awoke alone and afraid. Forced to fend for herself in a harsh environment full of predators.
== Appearance ==
[[File:Abbc60b4f99cf7424463848df9cf15d7.jpeg|left|thumb|292x292px]]
=== Purely human form ===
Usually standing at around 5'7" though by no means set in stone with an ashen complexion, lithe figure, dark hair and crimson eyes. Often the form she performs her dance routines in unless asked to take another and the one she uses as her 'official' form when dealing with government officials and the like. Mostly to avoid discrimination and to make people more at ease with something mostly plain and human looking.
One thing this one and many of her others have in common is the dancers garb of fine quality.
Another common accessory she is seen with is a long scarf that more discerning eyes might notice has small pockets. This kind of scarf is often utilized by pick-pockets in the city.
=== True form ===
Leaning more gray than ashen, her skin is dotted with scales as she stands closer to 5'9" and up to 6'1" when in a particular mood. Two horns curl forward that are dotted with bio-luminescent spots. A draconic tail extends from the lower of her back and her hair reminds of a starry sky with its darkness and spots of light. Her eyes are an intense golden color surrounded by pitch-black sclera.
=== Feline form ===
[[File:Catgirl form a.png|thumb|311x311px]]
Having learned long ago that many crave something exotic, but not too exotic when it comes to her exotic dancing routines. She has adapted a recognizable humanoid form with added feline traits - as many seem to enjoy the fluffy ears and feline tail.
== Rumors ==
* While officially an exotic dancer, there are plenty of rumors of her going the extra mile beyond the exotic dancing. Though she is as much renown for turning people down at her whim and fancy.
* That neither of her forms witnessed so far is the true one, that she is some kind of aberration from beyond the stars.
* Some believe that she is associated with one of the many thieves guilds in the city.
mbly16o4wuphmwhgvtm36tw03jkx976
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1428
2020-06-19T16:00:26Z
EtherealVanity
39247988
1429
wikitext
text/x-wiki
{{Infobox_character|name = Zeleni|image = True form d.jpg|imagecaption = Her alleged "true" form|aliases = The Shapechanger|relatives = Unknown|affiliation = Unknown|marital = Unknown|birthDate = Unknown|birthPlace = Unknown|species = Void Dragon descended Aasimar|gender = Variable|height = Variable|weight = Variable|eyes = Variable}}
== Origin ==
Very little is known about where Zeleni is from or how she even came to be. Each time someone asks her she tells a different story. Ranging from that she grew up in the wilds of the Mwagi expanse, to that she hails from the distant Tien or that she is from another world entirely.
The truth may lie somewhere in between all of her stories, if one were to pick a grain of truth from each and piece them together like the zodiac signs are pieced together between the stars of the night sky.
Her mannerisms do betray her at times and they suggest that she comes from somewhere that's a least less civilized than Absalom. Her tendency to prefer the out-doors and rarely sticking for too long to a single place. Her avoidance of the too pompous of districts in Absalom.
Though at the same time it is clear to any who come to know her that her appetites are broad, vast and insatiable. If there is a wild tavern party, she'll be there. Some kind of celebration? She'll be there too. Even go as far as crashing parties she isn't invited to - which isn't too hard when you know how to alter your appearance in the matter of a few seconds.
== Combat style ==
Aside from utilizing her ability to shape-shift to make her a dangerous foe, she is skilled in hand-to-hand combat. Though rather than use claws to rake people she wears a set of gauntlets much in the style of hair starry hair.
Known to be able to throw a punch, she seems more skilled at shoving and dragging people around while pummeling them or smacking them against walls or whatever other hard enough surface hat is available.
Not only that, she is known to be skilled at slipping in and out of places at that - occasionally little trinkets go missing in her wake at that.
== Goals and ambitions ==
* Enjoying life is a broad and vague goal, but one she holds dear all the same. Whatever her reasons are, she spares no cost making sure that every moment of it is rich with sensation, sensuality or taste.
* Reaching the heights of Shape-shifting: not the most creative of goals but it has much to do with her pride in her abilities. Zeleni wishes to be free of the shackles that is her mortal body.
* Zeleni wants to know why her memories only start 10 years ago, when she awoke alone and afraid. Forced to fend for herself in a harsh environment full of predators.
== Appearance ==
[[File:Abbc60b4f99cf7424463848df9cf15d7.jpeg|left|thumb|292x292px]]
=== Purely human form ===
Usually standing at around 5'7" though by no means set in stone with an ashen complexion, lithe figure, dark hair and crimson eyes. Often the form she performs her dance routines in unless asked to take another and the one she uses as her 'official' form when dealing with government officials and the like. Mostly to avoid discrimination and to make people more at ease with something mostly plain and human looking.
One thing this one and many of her others have in common is the dancers garb of fine quality.
Another common accessory she is seen with is a long scarf that more discerning eyes might notice has small pockets. This kind of scarf is often utilized by pick-pockets in the city.
=== True form ===
Leaning more gray than ashen, her skin is dotted with scales as she stands closer to 5'9" and up to 6'1" when in a particular mood. Two horns curl forward that are dotted with bio-luminescent spots. A draconic tail extends from the lower of her back and her hair reminds of a starry sky with its darkness and spots of light. Her eyes are an intense golden color surrounded by pitch-black sclera.
=== Feline form ===
[[File:Catgirl form a.png|thumb|311x311px]]
Having learned long ago that many crave something exotic, but not too exotic when it comes to her exotic dancing routines. She has adapted a recognizable humanoid form with added feline traits - as many seem to enjoy the fluffy ears and feline tail.
== Rumors ==
* While officially an exotic dancer, there are plenty of rumors of her going the extra mile beyond the exotic dancing. Though she is as much renown for turning people down at her whim and fancy.
* That neither of her forms witnessed so far is the true one, that she is some kind of aberration from beyond the stars.
* Some believe that she is associated with one of the many thieves guilds in the city.
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Zhu Jūn
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1530
2020-08-29T22:37:35Z
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Created page with "{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary G..."
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow}}
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her normal citizens wasn't anything fun either - As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't actually value noble or royalty too much except by those of the fabled Eternal Emperor - The young girl being raised for an age which had already ended.
As years slowly crept by, and Zhu Jūn grew up, the way her parents failed in raising her became more apparent. Not in the way on how her customs were, as she truly had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied normal citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills and distant treatment, this same emotion coming forth when she saw what her country had become after how it used to be before her birth. . . And the urge to make that time once again come to pass
Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wanted power, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it. She even learned some magic that assisted in this matter on the side, turning the calligraphy she had to practice 3 hours a day into magical runes that assisted her in taking revenge of wronged her
Before the ceremony could take place, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place that had almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of being reliant on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
ett7r0wi64rjqik8pvghgwe2sb0x6ak
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2020-08-30T08:35:25Z
Edulat
39298793
1535
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text/x-wiki
eing the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
As years slowly crept by, and Zhu Jūn grew up, the way her parents failed in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, a sheer amount of disappointment as she saw how far her country had fallen from grace.
Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to gain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to acquire it.
== Before the ceremony could take place, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place that had almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of being reliant on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall. ==
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her normal citizens wasn't anything fun either - As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't actually value noble or royalty too much except by those of the fabled Eternal Emperor - The young girl being raised for an age which had already ended.
As years slowly crept by, and Zhu Jūn grew up, the way her parents failed in raising her became more apparent. Not in the way on how her customs were, as she truly had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied normal citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills and distant treatment, this same emotion coming forth when she saw what her country had become after how it used to be before her birth. . . And the urge to make that time once again come to pass.
Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wanted power, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
Before the ceremony could take place, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place that had almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of being reliant on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
483ycvw6qivwrfsa3xtomdcd8lyj50i
1536
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2020-08-30T08:37:01Z
Edulat
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Undo revision 1535 by [[Special:Contributions/Edulat|Edulat]] ([[User talk:Edulat|talk]])
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her normal citizens wasn't anything fun either - As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't actually value noble or royalty too much except by those of the fabled Eternal Emperor - The young girl being raised for an age which had already ended.
As years slowly crept by, and Zhu Jūn grew up, the way her parents failed in raising her became more apparent. Not in the way on how her customs were, as she truly had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied normal citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills and distant treatment, this same emotion coming forth when she saw what her country had become after how it used to be before her birth. . . And the urge to make that time once again come to pass
Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wanted power, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it. She even learned some magic that assisted in this matter on the side, turning the calligraphy she had to practice 3 hours a day into magical runes that assisted her in taking revenge of wronged her
Before the ceremony could take place, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place that had almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of being reliant on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
2cf50isnt7wkhodskx9j9yoj9515rbx
1537
1536
2020-08-30T08:45:20Z
Edulat
39298793
Undo revision 1535 by [[Special:Contributions/Edulat|Edulat]] ([[User talk:Edulat|talk]])
1537
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
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2020-08-30T08:47:08Z
Edulat
39298793
/* Backstory */
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
Zhu Jūn s someone who could definitely be described as narcissistic, although not terribly so, the way she shows this to others being usually done by muttering swears about them in their own native language
== Relationships ==
2g6n5sjzla9wyx3odq1wc8cr71d9ovs
1541
1539
2020-08-30T09:42:08Z
Edulat
39298793
1541
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
[[File:Transparent logo.png|thumb|246x246px|The Changdo Zhū family crest]]
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
if there is any word to describe Zhu Jūn, it would probably be fairly narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image she possessed. However, despite this blown-up perception of herself, she still possesses some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, the promise of ruling over those with a lower standing of her both a virtue due to how it pushes her to become better; And a vice at the same time, as the way she belittles others at times can cause some tension between allies. Compassion is also something she feels to those that stand close to her, showcasing that she's not all bad.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
mi2bkf50hivffehoe15t27xpzcq5l8j
1543
1541
2020-08-30T09:47:51Z
Edulat
39298793
1543
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
[[File:Transparent logo.png|thumb|246x246px|The Changdo Zhū family crest]]
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
if there is any word to describe Zhu Jūn, it would probably be fairly narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image she possessed. However, despite this blown-up perception of herself, she still possesses some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, the promise of ruling over those with a lower standing of her both a virtue due to how it pushes her to become better; And a vice at the same time, as the way she belittles others at times can cause some tension between allies. Compassion is also something she feels to those that stand close to her, showcasing that she's not all bad.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
[[File:Changdo_Zhu_famiy.png|thumb]]
ik8kv6e6bkdgpxz9uz5ojecbz6n21rw
1544
1543
2020-08-30T10:08:14Z
Edulat
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1544
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and feeling nothing more than disappointment.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
if there is any word to describe Zhu Jūn, it would probably be fairly narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image she possessed. However, despite this blown-up perception of herself, she still possesses some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, the promise of ruling over those with a lower standing of her both a virtue due to how it pushes her to become better; And a vice at the same time, as the way she belittles others at times can cause some tension between allies. Compassion is also something she feels to those that stand close to her, showcasing that she's not all bad.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
q45zcun478o9lzr9kuwldkmsy1zpoc0
1545
1544
2020-08-30T11:29:48Z
Edulat
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1545
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and how far it has fallen.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
If there is any word to describe Zhu Jūn, it would probably be reasonably narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image. However, despite this blown-up perception of herself, she still retains some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, which functions as somewhat of a virtue, wanting to become strong enough that others can rely on her. . . And also a vice, as she tends to be rude towards people that refuse to follow her. Compassion is also something she feels to those that stand close to her, showcasing that she's not completely irredeemable.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Appearance ==
Zhu Jūn herself is a rather small woman, standing at the height of 5'3 - Something which was normal in her home country, but makes her somewhat short compared to other races in Avistan. Her face possesses deep, yellow pupils, and was mostly immaculate, save for a singular beauty mark present under her right eye. Aside from her black-emerald colored hair possessing choppy bangs which covered up her left eye, she also has a trademark feature on her tongue - Those being the Tian characters 导致 in black ink, tattooed on her tongue. They're both there for status, as the symbols mean 'to lead', signifying her future to become an emperor - And as a magical focus 'to create', allowing her to bring forth magical effects. When this happens, it usually glows in a slight purple.
For apparel, she opts never to dress in any mundane manner, always deciding to wear a ensemble which makes her pop out of the public. Usually, she dons an azure-colored qipao with hints of emerald and softer black in it, embroidered with the symbol of her noble house. Accompanying it is a cloak made out of just as luxurious silk as the garment under it, fitting the same color as the garment underneath, usually worn just under her shoulder. Though, this is far from the only wear she has - As she has a vast wardrobe with different dresses for most occasions, none of them any less expensive than the other.
Being ever so slightly vain, she doesn't cheap out on accessories that accompany this lavish clothing style either, a fengguan with plenty of shiny gems - More than often pearls and emeralds - set on top of her head. Aside from that, a pair of shiny earrings hang from both sides of her head, the design differing day by day, and a pair of turquoise-colored half-gloves that are made out of patterned silk yarn. Though, she usually eschews most other jewelry such as rings of necklaces, finding them uncomfortable to wear.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of the connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
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1546
1545
2020-08-30T11:34:15Z
Edulat
39298793
1546
wikitext
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and how far it has fallen.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
If there is any word to describe Zhu Jūn, it would probably be reasonably narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image. However, despite this blown-up perception of herself, she still retains some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, which functions as somewhat of a virtue, wanting to become strong enough that others can rely on her. . . And also a vice, as she tends to be rude towards people that refuse to follow her. Compassion is also something she feels to those that stand close to her, showcasing that she's not completely irredeemable.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Appearance ==
Zhu Jūn herself is a relatively small woman, standing at the height of 5'3 - Something typical in her home country, but makes her somewhat short compared to other races in Avistan. Her face possesses deep, yellow pupils, and was mostly immaculate, save for a singular beauty mark present under her right eye. Aside from her black-emerald colored hair containing choppy bangs which covered up her left eye, she also has a trademark feature on her tongue - Those being the Tian characters 导致 in black ink, tattooed on her tongue. They're both there for status, as the symbols mean 'to lead,' signifying her future to become an emperor - And as a magical focus 'to create,' allowing her to bring forth magical effects. When this happens, it usually glows in a slight purple.
She opts never to dress for apparel in any mundane manner, always deciding to wear an ensemble, which makes her pop out of the public. Usually, she dons an azure-colored qipao with hints of emerald and softer black in it, embroidered with her noble house's symbol. Accompanying it is a cloak made out of luxurious silk and fit the colors of the garment underneath it, usually worn under her narrow shoulders. Though this is far from the only costume - As she has a vast wardrobe with different dresses for most occasions, none is any less expensive than the other.
Being ever so slightly vain, Zhu Jūn doesn't withhold spending a great deal on accessories that accompany this lavish clothing style either, a fengguan with plenty of shiny gems - More than often pearls and emeralds - set on top of her head. Aside from that, a pair of polished earrings hang from both sides of her ears, the design differing day by day, and a couple of turquoise-colored half-gloves made out of patterned silk yarn. Though, she usually eschews most other jewelry such as rings of necklaces, finding them uncomfortable to wear.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of the connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
cgq8ufqq86b7hzacuhe992pg8jcl23c
1547
1546
2020-08-30T11:39:48Z
Edulat
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1547
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{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and how far it has fallen.
One thing she did on her own, completely unknown to her parents, was practicing magic on her own. . . As she felt like she couldn't have power unless she had actual power. She soon understood that this task was exceedingly difficult, not having too much of a natural penchant of magic, unless she resorted to an obscure method - Utilizing her calligraphy as a focus, and writing the effects she wanted to happen down, causing them to manifest for real. Though it didn't have much direct offensive potential, these words did have more of a conceptual power to them.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
If there is any word to describe Zhu Jūn, it would probably be reasonably narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image. However, despite this blown-up perception of herself, she still retains some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, which functions as somewhat of a virtue, wanting to become strong enough that others can rely on her. . . And also a vice, as she tends to be rude towards people that refuse to follow her. Compassion is also something she feels to those that stand close to her, showcasing that she's not completely irredeemable.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Appearance ==
Zhu Jūn herself is a relatively small woman, standing at the height of 5'3 - Something typical in her home country, but makes her somewhat short compared to other races in Avistan. Her face possesses deep, yellow pupils, and was mostly immaculate, save for a singular beauty mark present under her right eye. Aside from her black-emerald colored hair containing choppy bangs which covered up her left eye, she also has a trademark feature on her tongue - Those being the Tian characters 导致 in black ink, tattooed on her tongue. They're both there for status, as the symbols mean 'to lead,' signifying her future to become an emperor - And as a magical focus 'to create,' allowing her to bring forth magical effects. When this happens, it usually glows in a slight purple.
She opts never to dress for apparel in any mundane manner, always deciding to wear an ensemble, which makes her pop out of the public. Usually, she dons an azure-colored qipao with hints of emerald and softer black in it, embroidered with her noble house's symbol. Accompanying it is a cloak made out of luxurious silk and fit the colors of the garment underneath it, usually worn under her narrow shoulders. Though this is far from the only costume - As she has a vast wardrobe with different dresses for most occasions, none is any less expensive than the other.
Being ever so slightly vain, Zhu Jūn doesn't withhold spending a great deal on accessories that accompany this lavish clothing style either, a fengguan with plenty of shiny gems - More than often pearls and emeralds - set on top of her head. Aside from that, a pair of polished earrings hang from both sides of her ears, the design differing day by day, and a couple of turquoise-colored half-gloves made out of patterned silk yarn. Though, she usually eschews most other jewelry such as rings of necklaces, finding them uncomfortable to wear.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of the connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
gzglcjgq6c0kv5bm7t9ecfezdnh831i
1549
1547
2020-08-30T11:47:06Z
Edulat
39298793
1549
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and how far it has fallen.
[[File:Barrier.png|left|thumb|220x220px|Zhu Jūn her magic in action, creating a barrier.]]
One thing she did on her own, completely unknown to her parents, was practicing magic on her own. . . As she felt like she couldn't have power unless she had actual power. She soon understood that this task was exceedingly difficult, not having too much of a natural penchant of magic, unless she resorted to an obscure method - Utilizing her calligraphy as a focus, and writing the effects she wanted to happen down, causing them to manifest for real. Though it didn't have much direct offensive potential, these words did have more of a conceptual power to them.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
If there is any word to describe Zhu Jūn, it would probably be reasonably narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image. However, despite this blown-up perception of herself, she still retains some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, which functions as somewhat of a virtue, wanting to become strong enough that others can rely on her. . . And also a vice, as she tends to be rude towards people that refuse to follow her. Compassion is also something she feels to those that stand close to her, showcasing that she's not completely irredeemable.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Appearance ==
Zhu Jūn herself is a relatively small woman, standing at the height of 5'3 - Something typical in her home country, but makes her somewhat short compared to other races in Avistan. Her face possesses deep, yellow pupils, and was mostly immaculate, save for a singular beauty mark present under her right eye. Aside from her black-emerald colored hair containing choppy bangs which covered up her left eye, she also has a trademark feature on her tongue - Those being the Tian characters 导致 in black ink, tattooed on her tongue. They're both there for status, as the symbols mean 'to lead,' signifying her future to become an emperor - And as a magical focus 'to create,' allowing her to bring forth magical effects. When this happens, it usually glows in a slight purple.
She opts never to dress for apparel in any mundane manner, always deciding to wear an ensemble, which makes her pop out of the public. Usually, she dons an azure-colored qipao with hints of emerald and softer black in it, embroidered with her noble house's symbol. Accompanying it is a cloak made out of luxurious silk and fit the colors of the garment underneath it, usually worn under her narrow shoulders. Though this is far from the only costume - As she has a vast wardrobe with different dresses for most occasions, none is any less expensive than the other.
Being ever so slightly vain, Zhu Jūn doesn't withhold spending a great deal on accessories that accompany this lavish clothing style either, a fengguan with plenty of shiny gems - More than often pearls and emeralds - set on top of her head. Aside from that, a pair of polished earrings hang from both sides of her ears, the design differing day by day, and a couple of turquoise-colored half-gloves made out of patterned silk yarn. Though, she usually eschews most other jewelry such as rings of necklaces, finding them uncomfortable to wear.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of the connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
3gxxrz83m34lzmcb62gipqm5ergy8gz
1551
1549
2020-08-30T12:05:20Z
Edulat
39298793
1551
wikitext
text/x-wiki
{{Asteron's_Infobox|title1 = Zhu Jūn|played_by = Eduard Latz|titles = None yet|aliases = Zhu|birthday = 3rd of Pharast|alignment = LE|class = Frightwight Eliciter/Visionary General|deity = None|affiliations = (Former) Noble|occupation = Calligraphist|status = Alive|race = Human, Tian-Shu descent|gender = Female|age = 22|height = 5'2|weight = 奥秘|hair_color = Black|eye_color = Yellow|image1 = 83994905 p0.jpg}}
==Backstory==
Being the daughter of a low-ranking aristocrat in Changdo, whose noble lineage had become even more downtrodden after the fall of Lung Wa, wasn't too comfortable. Even though she didn't exactly have to live in the poor conditions that a lot of other peasants had to suffer through, the amount of bad blood that festered between her ordinary citizens wasn't anything fun either. As the empire may have fallen over a hundred years ago, the disdain people felt for the aristocracy hadn't faded away much. However, despite not having good connections with the common folk, those with her parents weren't anything to write home either.
<br />From a young age, she was forced to sit through lesson after lesson of forming proper etiquette, learning about the various royal ceremonies. It wasn't that she didn't like it, the intricate workings of a royal court always something that intrigued her. . . Though, the way her parents became abusive when she did something wrong did hit a sensitive snare. Not to mention, it's not like these teachings actually helped her in any meaningful way, as Po Li's government didn't even value noble or royalty too much except by those of the fabled Eternal Emperor. . . The young girl being raised for an age that had already ended.
<br />As years slowly crept by, and Zhu Jūn grew up, her parents' failure in raising her became more apparent. Not because her customs were lacking, as she indeed had the mannerisms of someone of high-standing down. . . But the way that these teachings slowly changed her. She pitied everyday citizens who didn't have the same education as she was, anger towards her mother and father for their horrible parenting skills, and distant treatment. Not to mention, immense disappointment at how great her country used to be, and how far it has fallen.
[[File:Barrier.png|left|thumb|220x220px|Zhu Jūn her magic in action, creating a barrier.]]
One thing she did on her own, completely unknown to her parents, was practicing magic on her own. . . As she felt like she couldn't have power unless she had actual power. She soon understood that this task was exceedingly difficult, not having too much of a natural penchant of magic, unless she resorted to an obscure method - Utilizing her calligraphy as a focus, and writing the effects she wanted to happen down, causing them to manifest for real. Though it didn't have much direct offensive potential, these words did have more of a conceptual power to them.
<br />Eventually, something broke in her as her parents set up an arranged marriage, forcibly sending away her hand to another noble. It was a rather useless one, just the tiniest bit above their current social standing, her parent's greed winning out over asking her daughter what she wanted. And although more power sounded good to her, this wasn't an offer she was willing to take. No, if she wished to attain strength, she'd grasp it with her own two hands, and wouldn't resort to marrying someone to gain it.
[[File:Changdo_Zhu_famiy.png|thumb|The Changdo Zhu family crest]]<br />Before the ceremony could occur, Zhu Jūn decided to do something that she wanted to do all along. That being is to leave this place with almost nothing but horrible memories attached to it, deciding to head somewhere else. Somewhere where she could attain power, amass a force and name of her own instead of relying on others - Only to return one day and take proper control of the households. With that, she set her sights towards Absalom, the city at the Center of the World, knowing that it held plenty of opportunities. . . And not to mention, knowing that her parents had some old, decrepit estate that they didn't use coupled with some minor funds - Both of which would make perfect stepping stones for Zhu Jūn's quest to gain power and fame, no matter the forces she had to use. . . And perhaps, return her home country to how it was before the fall.
== Personality ==
If there is any word to describe Zhu Jūn, it would probably be reasonably narcissistic, the woman who thinks of herself as a future emperor having an ego that matched the elevated self-image. However, despite this blown-up perception of herself, she still retains some form of humility, knowing that no true leader is born without it. She has an intrinsic urge to control others, which functions as somewhat of a virtue, wanting to become strong enough that others can rely on her. . . And also a vice, as she tends to be rude towards people that refuse to follow her. Compassion is also something she feels to those that stand close to her, showcasing that she's not completely irredeemable.
In her spare time, she often busies herself with the art of calligraphy, because it soothes her mind and calms it down, and because it's required for the magic that she practices. When she does this as recreation, it's as if she's in her own world, unbothered by anyone - Though, those who disturb her doing this are usually met with a verbal rebuke, if not worse. Some interests in other hobbies are also present, namely performing several tea ceremonies, or reading about several battles of old and re-enacting them in her mind.
== Appearance ==
Zhu Jūn herself is a relatively small woman, standing at the height of 5'3 - Something typical in her home country, but makes her somewhat short compared to other races in Avistan. Her face possesses deep, yellow pupils, and was mostly immaculate, save for a singular beauty mark present under her right eye. Aside from her black-emerald colored hair containing choppy bangs which covered up her left eye, she also has a trademark feature on her tongue - Those being the Tian characters 导致 in black ink, tattooed on her tongue. They're both there for status, as the symbols mean 'to lead,' signifying her future to become an emperor - And as a magical focus 'to create,' allowing her to bring forth magical effects. When this happens, it usually glows in a slight purple.
She opts never to dress for apparel in any mundane manner, always deciding to wear an ensemble, which makes her pop out of the public. Usually, she dons an azure-colored qipao with hints of emerald and softer black in it, embroidered with her noble house's symbol. Accompanying it is a cloak made out of luxurious silk
[[File:84032870 p0.jpg|thumb|220x220px|When utilizing her magic, it isn't rare for a character pertaining to the effect to replace her pupil momentarily.]]
and fit the colors of the garment underneath it, usually worn under her narrow shoulders. Though this is far from the only costume - As she has a vast wardrobe with different dresses for most occasions, none is any less expensive than the other.
Being ever so slightly vain, Zhu Jūn doesn't withhold spending a great deal on accessories that accompany this lavish clothing style either, a fengguan with plenty of shiny gems - More than often pearls and emeralds - set on top of her head. Aside from that, a pair of polished earrings hang from both sides of her ears, the design differing day by day, and a couple of turquoise-colored half-gloves made out of patterned silk yarn. Though, she usually eschews most other jewelry such as rings of necklaces, finding them uncomfortable to wear.
== Relationships ==
At the moment, she doesn't have relations with others. The only form of the connection she has with someone else at this point is with her parents in Changdo, and that relationship isn't good in the slightest.
ajq4zlj8a5v9rl9gop6pqz9b6nt1s00
Talk:Baron Bacchus/@comment-35576760-20180919225422
1
99
110
2018-09-19T22:54:22Z
Springsight
35576760
Created page with "daddy/10"
110
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daddy/10
qd4mc7c0ekhrxil069vzqbhndf5keil
Talk:Fiend's Reach and "The fucking furry", what really happened?/@comment-44908143-20200528133834
1
607
1246
2020-05-28T13:38:34Z
LuckySlugger
44908143
Created page with "I sense pillars of salt here, and I'm sorry you went through all that, but at the same time, are you in the correct wiki right now? I think OP may have taken a wrong turn here."
1246
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text/x-wiki
I sense pillars of salt here, and I'm sorry you went through all that, but at the same time, are you in the correct wiki right now? I think OP may have taken a wrong turn here.
78t9c73cmx1zvgi8kisithmosx5gwxw
Talk:Fiend's Reach and "The fucking furry", what really happened?/@comment-44908143-20200528133834/@comment-285399-20200528202335
1
608
1250
2020-05-28T20:23:36Z
Jake Command Wolf
285399
Created page with "This wiki has the same name as the Living World the comment was made in, I assume this the right one, if not my apologies."
1250
wikitext
text/x-wiki
This wiki has the same name as the Living World the comment was made in, I assume this the right one, if not my apologies.
icb62xzpylf82qrete6e4hx8egn6lh3
Talk:In Defense of Absalom - Rovagug/@comment-35576760-20200726175101
1
709
1469
2020-07-26T17:51:01Z
Springsight
35576760
Created page with "bitch who did this thank you"
1469
wikitext
text/x-wiki
bitch who did this thank you
rw52ggv77hw5gjpfwdd8422lct4sau5
Talk:In Defense of Absalom - Rovagug/@comment-35576760-20200726175101/@comment-27144081-20200802165139
1
714
1474
2020-08-02T16:51:39Z
Pandasecret1
27144081
Created page with ":3"
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1474
2020-08-02T16:53:25Z
Pandasecret1
27144081
1475
wikitext
text/x-wiki
c'est moi and Regalius afaik so far
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User:1stLamppost
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1156
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79
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#REDIRECT [[User:TimmyQuivy]]
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User:DrakonGaming
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User:Drane92
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User:Eadbhard
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User:ExplodingLemon37
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User:Fantem
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User:Fantem1903
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User:FrightKnight0
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FANDOMbot
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User:Furhammer
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User:Genericuser224
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User:Geralt Cage
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2020-07-25T06:06:54Z
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User:Gold Fairy
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2019-09-03T15:20:52Z
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User:Gwyngerlits
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2018-11-19T00:18:56Z
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User:HighPriestMatt
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2019-09-06T08:28:01Z
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User:HonorGeo
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2020-04-20T20:18:55Z
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User:Hyper-HeartBeat
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2018-12-27T08:09:29Z
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User:I make userpages
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2018-08-31T20:04:05Z
I make userpages
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Creating userpage for I_make_userpages
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{{w:User:I_make_userpages}}
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User:Indrick Ballerale
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2018-09-27T16:22:26Z
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User:InfernapeK
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2020-05-19T23:54:56Z
FANDOM
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User:IratusAngelus
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User:ItsSpelledColour
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2020-02-18T19:13:55Z
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User:Jake Command Wolf
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2020-05-28T11:34:59Z
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User:Kirkburn
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2018-08-31T20:04:03Z
FANDOM
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Moving comments to [[w:Central Wikia]].
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User:KyruKitsune
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2020-06-23T16:54:42Z
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User:LXXKDEAD
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2018-09-20T00:45:27Z
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User:Lavanter
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2019-11-20T23:47:49Z
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User:Layfi
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2019-04-29T03:37:32Z
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User:LuckySlugger
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2020-01-22T04:34:36Z
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User:Maintenance script
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2018-08-31T20:04:03Z
FANDOM
32769624
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The '''Maintenance script''' account is used by [[Help:Community Team|Wikia Staff]] or [[Help:SpamTaskForce|VSTF]] to make automated deletions across multiple pages or multiple wikis.
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User:MediaWiki default
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2018-08-31T20:04:03Z
FANDOM
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This account is used by Wikia Staff when they run the maintenance script <code>rebuildMessages.php</code>. This updates or rebuilds the interface messages to be the same as the MediaWiki default on the Central Wikia wiki.
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User:Mighty No. 9
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2018-08-31T20:04:03Z
FANDOM
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Rappy 4187 moved page [[User:ELEETE]] to [[User:Mighty No. 9]] without leaving a redirect
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{{Wikia:User:ELEETE_starter}}
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User:Mirahvesius
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2020-08-19T23:22:13Z
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User:Mortum1Falcatae
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2020-11-13T03:08:03Z
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User:Moththewinged
2
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2020-05-09T03:33:11Z
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User:MsFantem
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2018-09-20T18:37:05Z
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User:Myrforestria
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2020-05-31T04:01:32Z
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User:Neetshot
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2020-06-08T13:18:19Z
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User:Nexusbeaudoin
2
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2019-11-02T07:15:29Z
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User:Ninjanewt
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2018-12-09T21:25:05Z
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User:Pandasecret1
2
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2019-11-01T19:34:24Z
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User:Pendaran
2
233
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2019-05-18T04:42:27Z
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User:PewfMuffin
2
280
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2019-06-28T02:06:03Z
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Absalom, The City of Secrets Wiki:Name removed
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== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
0kp5z5xaks9jcjh4ilh7wqcfb7utuwi
434
430
2019-05-18T04:43:08Z
Pendaran
39414385
434
wikitext
text/x-wiki
== Work in Progress ==
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
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435
434
2019-05-18T05:37:13Z
Pendaran
39414385
435
wikitext
text/x-wiki
== Appearance ==
Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, self directed or otherwise. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection and encouragement of those at a disadvantage. That has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good can build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice or obligation in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
ju7u2apxx6c8iqaj261h577omsqpz0u
436
435
2019-05-18T05:38:23Z
Pendaran
39414385
436
wikitext
text/x-wiki
== Appearance ==
Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, self directed or otherwise. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection and encouragement of those at a disadvantage. That has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good can build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice or obligation in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
pl8w9invscl7120a289wwxi9b5zrmwk
437
436
2019-05-18T05:39:50Z
Pendaran
39414385
437
wikitext
text/x-wiki
{{Infobox_character}}
== Appearance ==
Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, self directed or otherwise. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection and encouragement of those at a disadvantage. That has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good can build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice or obligation in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
1z5f1nm26p5llqe2r0mq7f2j0jfhqbe
439
437
2019-05-18T05:51:12Z
Pendaran
39414385
439
wikitext
text/x-wiki
{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, self directed or otherwise. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection and encouragement of those at a disadvantage. That has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good can build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice or obligation in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
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440
439
2019-05-18T06:17:12Z
Pendaran
39414385
440
wikitext
text/x-wiki
{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
fewausmgib2fpvtqc0vdbh4h4e9gfop
441
440
2019-05-18T06:32:31Z
Pendaran
39414385
Adding categories
441
wikitext
text/x-wiki
{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
[[Category:Player Characters]]
db2danmwz4vesi6rpexda1z18jhnbbz
443
441
2019-05-18T06:43:23Z
Pendaran
39414385
443
wikitext
text/x-wiki
{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
[[Category:Player Characters]]
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{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris himself, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, and even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more a hallmark are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow royals to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that even Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on his still sometimes trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best for her, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is not without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris himself, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, and even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more a hallmark are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow royals to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that even Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on his still sometimes trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best for her, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is not without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris himself, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, and even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more a hallmark are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow royals to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that even Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on his still sometimes trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best for her, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is not without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris himself, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that even Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on his still sometimes trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best for her, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is not without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris himself, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that even Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is not without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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{{Infobox_character}}
== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep emerald green eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = green}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep purple eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = purple}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep purple eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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I'm this character's original player, and don't really want all this still up in case I ever try to replay the character some other time.
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Automated rollback. Certainty: 94.72%. Was this a mistake? [[w:c:soap:Project:Cynthia|Click here]].)
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = purple}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep purple eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
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== Appearance ==
{{ATCOS_Character_Infobox|image1 = Aurelian 3.jpg|gender = Male|race = Human|class = Swashbuckler (Rondelero Swashbuckler)/Unchained Rogue|alignment = LG|deity = none at the moment|age = 19|height = 6 foot 2|weight = 160 lbs|hair = brown|eyes = purple}}Aurelian has become something of a looming presence, his tall frame lithely built. He keeps his slightly shaggy brown hair to his neck, though otherwise grown out thick and manelike enough to frame his face. A growth of beard covers his chin and jawline in older Taldan tradition, the neatness of its grooming varying to his mood. His features otherwise have a chiselled, leonine handsomeness that is youthful and vital all the same, deep purple eyes set within, the gaze of them piercing. He usually favours an open greatcoat over a chain shirt, trousers and steel shod boots, a falcata at his hip and buckler to his forearm.
In his better moments there is a sense of the regal about him, an inner strength openly and freely offered through proud bearing, his movements fluidly graceful, his voice rich and resonant. In his more usual these days there is instead a sense of weariness and quiet, sardonic dissolution, an expression that shapes thin smiles that never quite really reach his eyes and a tone that bites deprecatingly, though most often in a self directed way. In his truly unguarded moments he has instead that look you very rarely find, the haunting, hunted kind.
== Personality ==
At the heart of Aurelian there beats yet a strong and sterling sense of nobility. Of a belief that power and quality is best embodied when used for the protection, inspiration and encouragement of those at a disadvantage. He holds a soul that has experienced some of the worst parts of Golarion and burns with a conviction that they need not be as they are. That law and good could yet build a shield of civilization under which people can flourish.
Unfortunately such finer spiritual quality has been deeply bruised, if not scarred over from the impact of various family traumas and the guilt and self loathing that linger in their wake. The remnants of a sense of aesthetics, grace, history and heritage, and the joy he found in such things, can be difficult to find under a quiet, wryly embittered veneer that takes a poisoned contentment in chasing wages enough to drink himself to numbness.
He views Absalom on the whole with a certain sense of softly bemused disdain for its corruption and fallen districts, finding what could almost be called a feeling of relief in viewing its system as so broken that there is little feeling of justice in its laws.
And yet his sense of pride, responsibility and better impulses are not as unavoidable as he would wish them to be, and they restrain and direct him away from what could otherwise become genuine malice, at least towards anyone that isn't himself.
When sympathy is pulled from him, it tends to be for the downtrodden, the broken, and children. He still otherwise has the lightest touch of patriotism left to him as regards his homeland, and it can sneak into the occasional comment or reaction.
== {{Infobox character}}Backstory ==
Aurelian moves for now in the wreckage of a family and destiny as fallen as his imperial homeland, but it was not always thus. Born to a prominent family of the dynastic royal castes, Aurelian was schooled from his early youth in the history of blazing glory of his homeland, and especially of his family within it. Scions of House Branas lead the Taldan military. House Branas performed some of the greatest heroic deeds of the nation's history. House Branas could trace their power, glory and dignity all the way back to the founding of Taldor itself. Such knowledge, and a concurrent training in the proper dueling school for all Taldan nobles was practically drilled into him. He even spent time as a remarkably young squire to one of the knights of his house, such a prodigy that he was. Though that knight haring off to Mendev and dying in a demonic assault, with Aurelian left severely injured from the experience, put an end to that bit of training. His training afterwards was if anything more strict from a father perhaps wanting to insure his son was never so vulnerable again.
But in truth he didn’t mind, he even took to such conditions, the strength of his heritage letting him flourish within them, refining a quality of mind and soul and body that rested within. He was even courtly as you please in all the ways expected of a child of his caste, as pleasant company as you might prefer at the grander galas, and even the well more lurid ones (if only up to a certain point with the latter). Something about the sense of greatness and glory of it all resonated with him, a promise of birthright. A might he very much believed could be put towards right. After all, his education and training were doing a good thing already. They were sparing his younger brother from having to go through the same.
For whatever reason the family blood was thinner in Alexandros Branas, for though quick and keen, bright and fair like his older brother, it was never to quite the same degree as his older brother. Aurelian believed that having to regardless labour under the same pressure and expectation that he was would crush the child. So he took all such duties and education onto himself, as much as he could, trying to let his younger brother live more of his own life. But all Alexandros could see was the golden child and heir, taking all the glory and expectation for himself, leaving scraps of attention and regard in his wake.
So Aurelian’s brother, free to live his own life, began to waste it in dissolution and decadence, seeing nothing else he could or should bother to grow towards and thereby embodying the worst qualities of Taldor, even as his brother took after the best. It was not a symmetry Aurelian could appreciate, devoting time as he was now to cleaning up after as many of his brother’s messes as he could. Still, it kept his skills up to expend himself in duels against those his brother might anger, and to clandestinely skulk about and pre-empt such thefts and scandals as could be managed. But all Alexandros could see was the older brother who had taken everything else away, now smothering and stifling him in what little life he had instead. If there was a parallel for Aurelian to early Taldor itself, trying to be an example, trying to take care of those under its charge and being just a bit too imperious about it, he was far too busy to see it.
Alexandros ultimately tried to lose himself in the massive Narrows of Oppara, and Aurelian did his best to find him (the family told stories of countryside vacations). Finding Alexandros required living in that city sized slum for months in search of him, a harrowing and dispiriting experience for a 17 year old Aurelian. Oh, it did not shake his faith in Taldor, he is intelligent enough to know his nation has problems that must be cleaned away for its greatness to rise again, but it shook him to find his brother degrading himself so thoroughly. And ultimately enraged him, to find Alexandros in the company of a girlfriend-cum-drug dealer providing him with wares and experiences even the most decadent and wretched of Taldor’s nobility would be horrified by.
In imperial fury, he struck down the woman using his brother for a junkie, whore and worse. He sadly misjudged his brother’s willingness to the arrangement, as he had misjudged much about his brother. He could not find any way out of the ensuing challenge to duel, and the resolution of it was predictable.
It disturbed him to face no particular wrath for it, no shaming or recrimination. His brother had become an unbelievable embarrassment after all, and everything about the situation’s resolution was more or less legal enough. It was merely awkward. The crueler of mind even found it outright praiseworthy. As for Alexandros’ pimp/dealer/girlfriend of a sort, it was not exactly difficult for his family to finesse away the issue of a lowborn dead criminal in a gigantic slum that held lethal violence as a currency anyway. Aurelian then could only face himself for it, and a rising sense that in the end, whether true or not, he was to blame for every part of this fiasco.
Neither the rigor of training nor courtly life nor family expectation could touch him, but it was this tragedy instead that broke him. He simply walked away from his life one day, adrift and dissolute in his own way.
His despair never quite took him to the brink of suicide, at least not directly. He was still a Branas after all, and a Taldan, there was still some sense of pride and honour tangled into a painful mix of guilt and deep self loathing. But there were all sorts of ways to reach towards self-destruction. It is how he finds himself in Absalom and spent the past year there, self foresworn, embittered and bleary, seeking work as a hired sword, and to spend his gains on drink fueled miseries. He has even started to consider the arena, once his skills reach enough polish. Lurking under it all in ways he tries to deny is the deeply bruised nobility of spirit of the man that he was, finding ways now and again to show through in a more heroic impulse here, a better deed there. He does his willful best to try to pretend the turmoil of that does not exist. Stubbornness past reason is a Taldan legacy as well after all.
== House Branas ==
[[File:TaldorBanners Branas (1).png|thumb|343x343px]]
{{Infobox_item}}Aurelian's family are, as far as Taldor goes, a fairly widespread, fecund, and ancient one. Personal house history likes to believe that Branas himself was a companion of Taldaris, a wild Tandak plains warrior who went into battle alongside lions, awarded land and title for long and loyal service. There is in fact some scant surviving documentation that potentially lends truth to the claim. The notion that they are further descended from the marriages between Kellid tribesmen and Azlanti refugees that occurred in Taldor's prehistory would be seen as more openly fanciful, if not for the habit of every decently old family making a claim similar to that. You start questioning one, you start questioning them all, and who wants to start that avalanche? Besides, there's an occasional Branas with purple eyes, so who knows one way or another?
What is more firmly established is that within the convoluted, shifting dynasties that have overseen Taldor for millennia, the Branas managed to produce a pair of Grand Princes relatively early in Taldor's history, to varying fame and infamy, depending on a given perspective.
Where various Taldan families have an interest in the arcane, the ancient Branas have always been martial, viewing it as a point of pride to have produced various admirals and generals, to have been key parts of the Armies of Exploration and wars with Qadira. When they held the throne a couple of times for being of the royal houses it was as soldier imperators, risen up on the shields of their troops. The tragic fate of the last Branas Grand Prince would cement their shying away from studies arcane. There is all the same an accepted quirk that one or two members of the family each generation will feel irresistibly called to the plains to take up a life amongst the lion prides as a barbarian, ranger, or even the very occasional druid or oracle.
In the better eras of Taldor, they were a family on the forefront of expansion and exploration. In the fallen eras of their nation they have shifted focus to being the bulwark of what yet remains. So the family has various estates on Taldor's borders, mines in the World's Edge mountains, shipyards in Cassomir, and were amongst those families who worked to establish and then maintain Stavian’s Hold to watch for approach from the Padishah Empire. They maintain several villas in Oppara in Westpark outside of the ancestral family estate in Seven Towers, having been awarded them over the years by one regime or another. Far less profitable, but more of a hallmark, are their lion preserves in the Tandak Plains, linked to the family as a sort of spiritual heritage, as much as they have such things.
Traditionalists, the family endeavours in the main to maintain a timeless style rather than chase trends when they can get away with it. Their vassals and servants are treated fairly and well, particularly for Taldor, though with an intentionally distant touch (it would not do to be overly familiar, after all). They are not seen as unsubtle, no family survives the Taldan court this long without coming to understand it, but are certainly willing to resolve disputes via dueling, taking seriously as they do being amongst the first to follow the Rondelero school. There are exceptions in every generation of course, but the course of the family overall has been one of a shift from daring, gallant aggression to stoic defense and retrenchment, viewing their power base and maintaining Taldor’s strength as twinned.
None of them are particularly pleased by Aurelian's seeming haring off into the distance without a word, but for now his father simply maintains that his son is on an extended personal vacation, and that is accepted in the main. For now.
=== <u>Notable Family Members</u> ===
'''<u>Grand Duke Maxentian Branas</u>'''
Maxentian’s life had been one devoted to the careful maintenance of Taldor’s defenses and his family’s prosperity alike. Noted for (and being honest, somewhat disliked in certain groups) a resilient sense of honour and loyalty (some might in fact say, inflexible), the Grand Duke took it upon himself to serve in and familiarize himself with every part of the Taldan military, from cavalry to phalanx to the navy, where he established himself for most of his career. As a captain he was noted for a capacity to lead and inspire men to endure impossible odds and bruising punishment, withstanding whatever could be thrown at them, earning for himself the nickname “the Durant”. Rising eventually to the rank of an admiral, he achieved further fame for a methodical sense of tactics and strategy that though slow building, eventually achieved juggernaut momentum, crushing his enemies. His sterling achievement being the destruction of a fleet of Chelish sponsored raiders that had been bringing ruin to Taldan trading efforts, he was even given a triumphal parade for it.
He retired his commission only on the death of his father and elder brother in putting down a bandit horde grown too large to ignore, moving to take charge of his house and steer it through the treacherous waters of court. Durant again, he was seen as an unassailable figure who managed to keep himself gruffly above the worst of social maneuvering. If he had a frustration, it was at failing to be an example to his fellow nobles to better behaviour, though he seemed to keep any sense of that to himself. Stern, though lacking in cruelty, Maxentian seems to hope for now that whatever personal turmoil has driven his son from his homeland, it will be resolved in short enough order. He mourns Alexandros in his own way, but sees his death as a tragic necessity. The incident is all the same perhaps the reason he is allowing Aurelian the leeway of his son's flight from home that he has.
'''<u>Viscount Halcyon Branas</u>'''
Halcyon Branas has been a living legend for two accomplishments, glorious and awful. He is the finest rondelero duelist Taldor has produced in two lifetimes, with families still clamouring to drown him in riches and favours for even a few lessons. He is also a walking Taldan stereotype so extreme as to make even some of his fellow Taldans wince at the pained awkwardness of his company. Racist, misogynist, imperialist, classist, toweringly arrogant and hedonistically self indulgent, the package of him completes with an arsenal of truly horrible jokes and anecdotes flavoured by all his worst behaviours and prejudices. A youth of travel seems to have left him with nothing but an aggrandized sense of importance and contempt for the world outside Taldor.
He has been the despair of a family who have long hoped he would just hurry up and die already, yet into his eighties now, Halcyon persists, having managed to inherit the Branas endurance, if little else of their qualities. He is capable still of hacking an opponent half his age to gory ribbons, if he can be roused from drugs and sex and liquor to do so, wheezing as he will be afterwards all the same. It is a staggering statement on Alexandros' degeneracy that Halcyon felt the boy had crossed a line even he dared not touch. There is otherwise not much to be done about Halcyon from the perspective of his relatives. His at this point bizarre loyalty to his kinsmen made for a series of successful duels in their defense in his younger days, and there is a sense of debt to him for such victories. It does not help that amongst various of the Taldan nobility outside the family, he is in fact entirely popular, seen more as larger than life than the horrifically mortifying presence he is to his family proper.
The prevailing wisdom in court circles debates on whether he will finally exhaust even his unbelievable constitution in whoring himself to death, or if he’ll get himself killed in some damn duel. The aged rake seems to welcome either possibility with gleeful enthusiasm.
'''<u>Lady Theodora Branas</u>'''
Aunt of Aurelian, older sister of Maxentian and mother of Photius, Theodora is the closest thing to a matriarch of the house, Aurelian’s mother having died relatively young. She is herself a widower, though those that have been on the receiving end of her witheringly acid tongue jest (well outside of her presence) that her string of former husbands are not dead, they’re just all hiding from her. Possessed of a stately dignity and severe handsomeness that has only been accentuated by her twilight years, Theodora views herself as the defender of her house in the social sphere, as much a warrior in her own way as her brothers and cousins.
There is a vicious, scheming elegance in her dedication to that defense that has left social rivals in complete ruin. Though to her credit and the influence of her heritage, it is unleashed not all that often, focused as she is at keeping the presence of her house secure, rather than expanding. She can even be an outright kind, even caring patron to young scions, artists and other worthies she feels have something to add to her homeland’s character. Her skill as coupled with her restraint has made her a figure other courtiers come to for advice on one maneuver to the next, or for one to gain some sense of another, for her eyes are always watchful. She builds contacts and favours in this way, and for those she truly likes, is willing even to hurl a bit of “terrifying harridan devastation” (again, an out of her presence summary) at their enemies.
She is otherwise known for a bleak, pessimistic, gallows sense of humour, for a gaggle of daughters she raises in her image, moving them like chess pieces towards useful marriages, and for a hulking, lion masked, silent bodyguard obtained from the Tandak plains.
<u>'''Lord Bardanes Branas'''</u>
Younger brother of Maxentian, Lord Bardanes saw a promising military career cut short during one of the cycles of skirmish along the Taldor/Qadira border, his leg crushed by the toppling of his mount. While the family spared no expense on magics to restore him, he has still been wracked by a lingering agony in his leg, the cause indeterminate to this day. He has since looked for other means to occupy himself and channel a frustration into, with gardening peculiarly giving him the most sense of reward. His estate has become famous for being nearly a park, with tree lined gardens of an exquisite natural beauty the envy of the nation. The calm and satisfaction he has found in such pursuits has been outright empowering to a soul that had been as crippled as his body, a moderate achievement on the druid’s path bringing him a sense of peace. Those inclined to mock him for such enlightenment often eye warily the knotted strength in his hands and that his heavy cane could serve easily as a cudgel. For Bardanes keeps fit by personally tending to his gardens and raised them up of himself.
The Greenman, as he is sometimes called, is otherwise best known for his sympathy born championing of the causes and well being of veterans, spending from personal coffers to their aid, hiring them on as groundskeepers even. He has serve as a semi-official envoy to the druids of the Verduran forest pact from time to time, and he has contacts and friends in their number from such efforts.
<u>'''Lady Alexia Branas'''</u>
Daughter of Bardanes, and younger cousin of Aurelian, Alexia dreaded the life that loomed before her. Times in gardens and lessons at Theodora’s knee on etiquette suited her poorly. She had in full measure the warlike spirit of her family, but very little outlet for it. But she had also her family’s reserve and kept as much of her frustration to herself as she could, becoming introverted, sullen, the bright light in her eyes beginning to snuff out.
It was Maxentian of all people who recognized the malaise in her spirit, and perhaps still stung by Alexandros’ death and Aurelian’s departure, took her under his wing, taking her out on occasional trips on his former flagship. He smiled to see her invigorated by the salt air, open waves and endless horizons and resolved not to let another Branas child go astray. He arranged for friends still enlisted to teach and train her, providing his own lessons at times.
Knowing that a naval commission for her would be difficult at best, he instead attached her to an old friend in the Taldan allied Corsairs of Zimar. A gnarled bear of a captain, who had responded to enforced by age naval retirement by going privateer, took her up. Her own father lived vicariously enough through the idea of a military career of sorts for her to have no great objection.
In this way Alexia has been coming brilliantly into her own, earning respect and acclaim from her captain and fellow crewmates. Beautiful and daring, she is charming enough for even Theodora to sometimes crack what could almost be called a smile around her. Alexia, if she survives her new life, is on track to either be disdained or celebrated at court one day as a legend.
'''<u>Lord Photius Branas</u>'''
The family Branas have never truly been overly devout across the line with any uniformity (the migration of Aroden's patronage to Cheliax and subsequent death did not help matters). One could argue that Taldor itself is their religion, more or less. The exceptions to this state of affairs often make up for that relative lack with a faith in a given deity that blazes white hot as a star. Which is not itself without its uses or respect within the house, such religious verve have inspired various Branas scions to great deeds over the centuries. But it is often the case that it is more comfortable to read about such people in historical hindsight than to live alongside the pious workers of miracles.
Which is a kinder way of saying that Photius' relatives find him desperately annoying, particularly his mother, Theodora. It seemed such a waste of a keen mind and insightful spirit to lose him to Abadar's church, but Photius viewed the great civilizer as being in perfect tune with the goals and practices of his house, of the great worth they could be turned to. There is a growing regret at the family library having had copies of the Abadarian church's holy texts, for a child that otherwise devoured every tome within in restless energy would come back to them again and again and again. There was meaning there for him, purpose. Meaning that he could make his own and give to others to better them. Taldor was the greatest civilization on earth. Who better to worship than the great civilizer himself?
It is not to say Photius is without his uses. A trained cleric of Abadar is a boon to any family's financial management. But the preaching, the exhortations to grand gestures, they wear thin. It does not help that Photius works a pronounced altruism streak into his religious views, opining often that a just society would be a society people would feel compelled to join and bolster right of themselves, simply to take part in its virtues.
Various family members have begun to suggest, just idly for now, that perhaps all the same the young cleric could make himself useful by taking a trip to find and check up on how the house's errant son is doing. Why, surely if anyone could use some spiritual counselling, it would be Aurelian.
[[Category:Player Characters]]
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Pendaran moved page [[Aurelian Branas]] to [[Absalom, The City of Secrets Wiki:Name removed]] without leaving a redirect: player of character, don't want this up anymore, can't find a way to delete the page entirely.
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Absalom, The City of Secrets Wiki:Templates
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{{Self}}
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{{Self}}
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Portrait of Oranoan the Quiet, a Half-Orc Barbarian played by Hydra-Heartbeat
== Licensing ==
{{Self}}
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File:Raleigh Octavius Pic.png
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2019-01-02T00:59:16Z
Hyper-HeartBeat
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A Picture of Raleigh Octavius, a Dhampir Antipaladin. This'll basically only be used for his page.
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wikitext
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== Summary ==
A Picture of Raleigh Octavius, a Dhampir Antipaladin. This'll basically only be used for his page.
== Licensing ==
{{Self}}
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File:Rama Jain.jpg
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File:Regina.png
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File:Rei Lunalin.jpg
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1GGGamer
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Image of Ray Lunalin
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File:Replaceplaz.png
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Pgmyboy
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TheTrueDecamonos
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ZZTKKF
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== Summary ==
This is an image of Darren from webtoon series "unOrdinary". All credit goes to the creator of the series, Uru-chan
== Licensing ==
{{CC-BY-SA}}
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File:Screenshot 4.png
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2020-11-07T21:50:58Z
ZZTKKF
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This is an image of Darren from Webtoon series "unOrdinary". All credit goes to the creator of the series - Uru-chan
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== Summary ==
This is an image of Darren from Webtoon series "unOrdinary". All credit goes to the creator of the series - Uru-chan
== Licensing ==
{{CC-BY-SA}}
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File:Sheng Fei.png
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Sheng Fei character image
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Charl Reinsev
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{{Permission}}
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File:Simion2.png
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Hyper-HeartBeat
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Picture Reference for Slushii, the Goblin Bomber-Alchemist. Basically only used for his page on the wiki
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wikitext
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== Summary ==
Picture Reference for Slushii, the Goblin Bomber-Alchemist. Basically only used for his page on the wiki
== Licensing ==
{{Self}}
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The Forest of Spirits is a frigid, dangerous land.
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Septembersister
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File:Tengu 2.jpg
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2019-06-20T02:42:38Z
Valaran01
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2019-06-20T02:43:58Z
Valaran01
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Valaran
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2019-06-20T02:44:55Z
Valaran01
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Valaran
[[File:Tengu_2.jpg|thumb|Valaran]]
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2019-06-20T02:52:27Z
Valaran01
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Valaran
[[File:Tengu_2.jpg|thumb|Valaran]]
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2019-06-20T02:54:03Z
Valaran01
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Valaran01 uploaded a new version of "[[File:Tengu 2.jpg]]"
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wikitext
text/x-wiki
Valaran
[[File:Tengu_2.jpg|thumb|Valaran]]
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2019-06-20T02:54:06Z
Valaran01
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Valaran01 uploaded a new version of "[[File:Tengu 2.jpg]]"
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wikitext
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Valaran
[[File:Tengu_2.jpg|thumb|Valaran]]
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2019-06-20T03:00:02Z
Valaran01
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[[File:Tengu_2.jpg|thumb|Valaran]]
{| border="0" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table"
|-
! scope="col"|Valaran test text
! scope="col"|
|-
|test text
|
|-
|test text
|
|}
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2019-06-20T05:03:15Z
Valaran01
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{{Infobox_character|name = Valaran|aliases = Val|relatives = None|affiliation = None|marital = None|birthDate = 06/12/19|birthPlace = Sodden Lands|deathDate = TBD|deathPlace = TBD|species = Tengu|gender = Male|height = 4' 8"|weight = 71 lbs|eyes = Blue}}<p style="text-align:right;">
</p>
{| border="0" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table"
|-
! scope="col"|
Valaran a plucky honor bound Gunslinging Monk
! scope="col"|
|-
|
Valaran is easy to miss if you are not paying attention. His short stature and simple robes allow him to go unnoticed in most situtations.
While Valaran is easy to miss and blends into a crowd very well he
|
|-
|Valaran grew up on the sodden lands. At the precipice of the Eye of Abendego. He lived on a small rocky outcropping that his village used with a small community of other Tengu.
|
|}
{| border="0" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table"
|-
! scope="col"|
! scope="col"|
|-
|
|
|-
|
|
|}
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2019-06-20T05:05:02Z
Valaran01
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{{Infobox_character|name = Valaran|aliases = Val|relatives = None|affiliation = None|marital = None|birthDate = 06/12/19|birthPlace = Sodden Lands|deathDate = TBD|deathPlace = TBD|species = Tengu|gender = Male|height = 4' 8"|weight = 71 lbs|eyes = Blue}}<p style="text-align:center;">
</p>
{| border="0" cellspacing="1" cellpadding="1" style="width:100%;" class="article-table"
|-
! scope="col"|
! scope="col"|
|-
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Valaran is easy to miss if you are not paying attention. His short stature and simple robes allow him to go unnoticed in most situtations.
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{{Infobox_character|name = Valaran|aliases = Val|relatives = None|affiliation = None|marital = None|birthDate = 06/12/19|birthPlace = Sodden Lands|deathDate = TBD|deathPlace = TBD|species = Tengu|gender = Male|height = 4' 8"|weight = 71 lbs|eyes = Blue}}<p style="text">
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Valaran is easy to miss if you are not paying attention. His short stature and simple robes allow him to go unnoticed in most situtations.
While Valaran is easy to miss and blends into a crowd very well he
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=='''Valaran'''==
{{Infobox_character|name = Valaran|aliases = Val|relatives = All Deceased to his knowledge|affiliation = None|birthDate = 06/12/2019|birthPlace = Sodden Lands|species = Tengu|gender = Male|height = 4' 10''|weight = 71 lbs|eyes = Piercing Blue}}
=='''Appearance'''==
<p data-parsoid="{"dsr":[342,522,0,0]}">Valaran is easily missed standing just under 5'' he flies under the radar in most situtations. Valaran's Sleek blue black feathers aid in this effective blending in with the cityscale of Absalom. </p>
<p data-parsoid="{"dsr":[524,841,0,0]}">The traits that stand out the most are his piercing blue eyes and his simple adornments. Valaran has vowed to protect the weak and underserved and to go out into the world to slay all of the villians who lack honor.</p>
<p data-parsoid="{"dsr":[524,841,0,0]}">Valaran's companion Sir Feathers is his loyal companion and together they make quite the sight. Sir Feathers is a jet black Roc with a bit of gold just at the tip of his beak. Sir Feathers delivers Valaran into the thick of battle and </p>
=='''Background'''==
<p data-parsoid="{"dsr":[1089,1422,0,0]}">Those few who have deigned to ask of Ragnar's past are met with curt, simple answers. Hailing originally from Numeria's silver mount, he has wandered from place to place studying his magic, as well as researching elemental power, particularly that of the plane of fire, eventually deciding to come to Absalom as part of his research.</p>
<p data-parsoid="{"dsr":[1424,1507,0,0]}">However, what story he gives to those who ask, while true, is not the whole truth.</p>
<p data-parsoid="{"dsr":[1509,1699,0,0]}">What he leaves out of his story, is the fact that he set out from Numeria with a specific goal in mind, one that would eventually lead him to Ilizmagorti, a settlement on Mediogalti Island.</p>
<p data-parsoid="{"dsr":[1701,1901,0,0]}">The island is not much to most, it has no exceptional resources or creatures, however, it is host to the infamous Red Mantis Assassins. The organization Ragnar has now become heavily affiliated with.</p>
<p data-parsoid="{"dsr":[1903,2546,0,0]}">The reason he has chosen to become a member of the Red Mantis is a simple, mutually beneficial arrangement, Ragnar's research would be nigh impossible without the aid of serious amounts of gold and are conducted with such disrespect for danger that even Cheliax would question the process, and the Red Mantis gain a valuable ally in whatever affairs they need of a magical nature. Or just when they need to erase some evidence in hellfire. Afterall, it is hard for even magically inclined investigators to determine if there was any wrongdoing involved in the "Accident" of a mage who died of a sudden accident from the testing of a new spell.</p>
<p data-parsoid="{"dsr":[2548,2825,0,0]}">Now a resident of Absalom, as of yet none suspect the recent addition that has aided the city in several minor incidents and even started schooling children of the city in return for an absolute minimum of pay, to actually be planning anything darker than his afternoon coffee.</p>
=='''Personality'''==
<p data-parsoid="{"dsr":[2851,3083,0,0]}">Ragnar is a quite enigmatic person, many of those who meet him in his day to day business would be likely to describe him as a friendly, sociable person, granted something of a trickster, and they would be correct for the most part.</p>
<p data-parsoid="{"dsr":[3085,3335,0,0]}">However, those who have seen in "At work" would likely have a significantly different view of his personality, while maintaining his friendly attitude, he also has a disturbing smile on his face as he uses his powers to burn his enemies to a cinder.</p>
=='''Abilities'''==
<p data-parsoid="{"dsr":[3359,3632,0,0]}">Ragnar has a number of talents in his repertoire, while many would assume him to be a backline combatant, Ragnar throws himself into the fray with total abandon, fighting with a combination of magical power and iron fists, he is able to handle a wide variety of situations.</p>
<p data-parsoid="{"dsr":[3634,3835,0,0]}">In non-combat scenarios, Ragnar is a dedicated researcher of magic, specializing in evocation and fire magic. This has given him power over flames few can claim to command. And fewer still truly wield.</p>
=='''Other notable aspects'''==
===Religion===
<p data-parsoid="{"dsr":[3889,4111,0,0]}">A common sight for those who see him is his necklace which bears the marks of two gods, the two-toned mask of Nethys, and the blue hand of Irori. Symbols that proclaim to all his devotion to magic, and to self-perfection.</p>
<p data-parsoid="{"dsr":[4113,4216,0,0]}">However, few in the city know of the third god that holds his worship, Achaekek, the Red Mantis itself.</p>
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=='''Valaran'''==
{{Infobox_character|name = Valaran|aliases = Val|relatives = All Deceased to his knowledge|affiliation = None|birthDate = 06/12/2019|birthPlace = Sodden Lands|species = Tengu|gender = Male|height = 4' 10''|weight = 71 lbs|eyes = Piercing Blue}}
=='''Appearance'''==
Valaran is easily missed standing just under 5'' he flies under the radar in most situtations. Valaran's Sleek blue black feathers aid in this effective blending in with the cityscale of Absalom. ''
The traits that stand out the most are his piercing blue eyes and his simple adornments. Valaran has vowed to protect the weak and underserved and to go out into the world to slay all of the villians who lack honor.
Valaran's companion Sir Feathers is his loyal companion and together they make quite the sight. Sir Feathers is a jet black Roc with a bit of gold just at the tip of his beak. Sir Feathers delivers Valaran into the thick of battle and
=='''Background'''==
Valaran grew up on the sodden lands. At the precipice of the Eye of Abendego. He lived on a small rocky outcropping that his village used with a small community of other Tengu
Here he lived and grew up in happiness. Hunting and fishing with his family getting living a simple life. Valaran’s village was raided one day by a pirate crew trying to make a landing to escape the massive storm that he had grown to get used to.
At first the pirates were just interested in getting provisions and supplies from the village but little did we know once they gained our trust and were within our village they turned on us. They attacked those who would fight and enslaved the rest to sell.
Valaran was taken by the pirate captain who thought it was lucky to have a Tengu on board. The captain kept Valaran as a pet, Making Valaran witness countless boarding actions and watched in horror as the pirates slaughters ship after ship and took slaves of the ones just like his village.
Valaran vowed he would one day kill the captain and take his revenge for what he did to his family and friends and many many others.
One day when the captain had just captured a group of rather rowdy adventurers they attempted to mutiny. They were successful in taking the ship and the Captain was held up in his quarters with Valaran with him.
The captain underestimated Val who was watching and learning the entire time he was a captive. Seeing his opportunity to strike Valaran grabbed the captain's gun and ended the reign of terror finally taking his revenge.
Valaran then took on with the adventurers who intended to use the ship for their own purposes. Valaran requested that they drop him off at the nearest port. He had no willingness to be in the Shackles.
Valaran found a port and a merchant ship to take him far from the shores of the shackles and the great storm that he grew up with. Seeking adventure and to make a name for him self he found a merchant ship travelling to Absalom.
It is here that Valaran started to make a home. He found a Townhouse in the Coins. Started to prepare a shop to sell his engineered goods and started to make a name for him self.
=='''Personality'''==
Valaran regards Honor over all else. Protecting the weak and destroying all honorless foes. He will attempt above all else to help those who can not help them selves.
Valaran has a
=='''Abilities'''==
Ragnar has a number of talents in his repertoire, while many would assume him to be a backline combatant, Ragnar throws himself into the fray with total abandon, fighting with a combination of magical power and iron fists, he is able to handle a wide variety of situations.
In non-combat scenarios, Ragnar is a dedicated researcher of magic, specializing in evocation and fire magic. This has given him power over flames few can claim to command. And fewer still truly wield.
=='''Other notable aspects'''==
===Religion===
A common sight for those who see him is his necklace which bears the marks of two gods, the two-toned mask of Nethys, and the blue hand of Irori. Symbols that proclaim to all his devotion to magic, and to self-perfection.
However, few in the city know of the third god that holds his worship, Achaekek, the Red Mantis itself.
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=='''Valaran'''==
{{Infobox_character|name = Valaran|aliases = Val|relatives = All Deceased to his knowledge|affiliation = None|birthDate = 06/12/2019|birthPlace = Sodden Lands|species = Tengu|gender = Male|height = 4' 10''|weight = 71 lbs|eyes = Piercing Blue}}
=='''Appearance'''==
Valaran is easily missed standing just under 5'' he flies under the radar in most situtations. Valaran's Sleek blue black feathers aid in this effective blending in with the cityscale of Absalom. ''
The traits that stand out the most are his piercing blue eyes and his simple adornments. Valaran has vowed to protect the weak and underserved and to go out into the world to slay all of the villians who lack honor.
Valaran's companion Sir Feathers is his loyal companion and together they make quite the sight. Sir Feathers is a jet black Roc with a bit of gold just at the tip of his beak. Sir Feathers delivers Valaran into the thick of battle and
=='''Background'''==
Valaran grew up on the sodden lands. At the precipice of the Eye of Abendego. He lived on a small rocky outcropping that his village used with a small community of other Tengu
Here he lived and grew up in happiness. Hunting and fishing with his family getting living a simple life. Valaran’s village was raided one day by a pirate crew trying to make a landing to escape the massive storm that he had grown to get used to.
At first the pirates were just interested in getting provisions and supplies from the village but little did we know once they gained our trust and were within our village they turned on us. They attacked those who would fight and enslaved the rest to sell.
Valaran was taken by the pirate captain who thought it was lucky to have a Tengu on board. The captain kept Valaran as a pet, Making Valaran witness countless boarding actions and watched in horror as the pirates slaughters ship after ship and took slaves of the ones just like his village.
Valaran vowed he would one day kill the captain and take his revenge for what he did to his family and friends and many many others.
One day when the captain had just captured a group of rather rowdy adventurers they attempted to mutiny. They were successful in taking the ship and the Captain was held up in his quarters with Valaran with him.
The captain underestimated Val who was watching and learning the entire time he was a captive. Seeing his opportunity to strike Valaran grabbed the captain's gun and ended the reign of terror finally taking his revenge.
Valaran then took on with the adventurers who intended to use the ship for their own purposes. Valaran requested that they drop him off at the nearest port. He had no willingness to be in the Shackles.
Valaran found a port and a merchant ship to take him far from the shores of the shackles and the great storm that he grew up with. Seeking adventure and to make a name for him self he found a merchant ship travelling to Absalom.
It is here that Valaran started to make a home. He found a Townhouse in the Coins. Started to prepare a shop to sell his engineered goods and started to make a name for him self.
=='''Personality'''==
Valaran regards Honor over all else. Protecting the weak and destroying all honorless foes. He will attempt above all else to help those who can not help them selves.
Very proud and protective of his allies Valaran will always put them above him self never leaving them to perish if he can help it.
=='''Abilities'''==
Valaran is very good at flying his majestic mount Sir Feathers into battle. He is excellent at using his rifle and his hand to hand abilities of his monestic training.
Out of combat Valaran is an accomplished Engineer and plans to open a shop once he attains more wealth out of the first level of his townhouse in the Coins. He is also an accomplished tracker and hunter.
=='''Other notable aspects'''==
===Religion===
Valaran is a devout follower of Irori. Teachings from a monestic school he joined once he arrived in Absalom. He believes in perfecting his body and seeking self perfection.
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|title1=Example
|image1=Example
|caption1=Example
|played_by=Example
|full_name=Example
|titles=Example
|aliases=Example
|birthday=Example
|alignment=Example
|class=Example
|deity=Example
|affiliations=Example
|occupation=Example
|status=Example
|race=Example
|gender=Example
|age=Example
|height=Example
|weight=Example
|hair_color=Example
|eye_color=Example
|notable_features=Example
}}
</pre>
</noinclude>
3mv02kek8nczxeupzy0a17oxniczqr4
795
792
2019-11-21T00:05:08Z
Lavanter
25717231
795
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="played_by">
<label>Played By</label>
</data>
<group collapse="open">
<header>Character Information</header>
<data source="full_name">
<label>Full Name</label>
</data>
<data source="titles">
<label>Titles</label>
</data>
<data source="aliases">
<label>Aliases</label>
</data>
<data source="birthday">
<label>Birthday</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="class">
<label>Class</label>
</data>
<data source="deity">
<label>Deity</label>
</data>
<data source="affiliations">
<label>Affiliations</label>
</data>
<data source="occupation">
<label>Occupation</label>
</data>
<data source="status">
<label>Status</label>
</data>
</group>
<group collapse="open">
<header>Physical Description</header>
<data source="race">
<label>Race</label>
</data>
<data source="gender">
<label>Gender</label>
</data>
<data source="age">
<label>Age</label>
</data>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="hair_color">
<label>Hair Color</label>
</data>
<data source="eye_color">
<label>Eye Color</label>
</data>
<data source="notable_features">
<label>Notable Features</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Asteron Character Box
|title1=Example
|image1=Example
|caption1=Example
|played_by=Example
|full_name=Example
|titles=Example
|aliases=Example
|birthday=Example
|alignment=Example
|class=Example
|deity=Example
|affiliations=Example
|occupation=Example
|status=Example
|race=Example
|gender=Example
|age=Example
|height=Example
|weight=Example
|hair_color=Example
|eye_color=Example
|notable_features=Example
}}
</pre>
</noinclude>
eepc6xfdd8jxa5mu6rt1nu5ketgv2c7
802
795
2019-11-21T03:26:52Z
Lavanter
25717231
802
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="played_by">
<label>Played By</label>
</data>
<group collapse="close">
<header>Character Information</header>
<data source="full_name">
<label>Full Name</label>
</data>
<data source="titles">
<label>Titles</label>
</data>
<data source="aliases">
<label>Aliases</label>
</data>
<data source="birthday">
<label>Birthday</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="class">
<label>Class</label>
</data>
<data source="deity">
<label>Deity</label>
</data>
<data source="affiliations">
<label>Affiliations</label>
</data>
<data source="occupation">
<label>Occupation</label>
</data>
<data source="status">
<label>Status</label>
</data>
</group>
<group collapse="close">
<header>Physical Description</header>
<data source="race">
<label>Race</label>
</data>
<data source="gender">
<label>Gender</label>
</data>
<data source="age">
<label>Age</label>
</data>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="hair_color">
<label>Hair Color</label>
</data>
<data source="eye_color">
<label>Eye Color</label>
</data>
<data source="notable_features">
<label>Notable Features</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Asteron Character Box
|title1=Example
|image1=Example
|caption1=Example
|played_by=Example
|full_name=Example
|titles=Example
|aliases=Example
|birthday=Example
|alignment=Example
|class=Example
|deity=Example
|affiliations=Example
|occupation=Example
|status=Example
|race=Example
|gender=Example
|age=Example
|height=Example
|weight=Example
|hair_color=Example
|eye_color=Example
|notable_features=Example
}}
</pre>
</noinclude>
opk1zo94tickct3cdnx0djxwadk44rw
803
802
2019-11-21T03:28:55Z
Lavanter
25717231
803
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="played_by">
<label>Played By</label>
</data>
<group collapse="closed">
<header>Character Information</header>
<data source="full_name">
<label>Full Name</label>
</data>
<data source="titles">
<label>Titles</label>
</data>
<data source="aliases">
<label>Aliases</label>
</data>
<data source="birthday">
<label>Birthday</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="class">
<label>Class</label>
</data>
<data source="deity">
<label>Deity</label>
</data>
<data source="affiliations">
<label>Affiliations</label>
</data>
<data source="occupation">
<label>Occupation</label>
</data>
<data source="status">
<label>Status</label>
</data>
</group>
<group collapse="closed">
<header>Physical Description</header>
<data source="race">
<label>Race</label>
</data>
<data source="gender">
<label>Gender</label>
</data>
<data source="age">
<label>Age</label>
</data>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="hair_color">
<label>Hair Color</label>
</data>
<data source="eye_color">
<label>Eye Color</label>
</data>
<data source="notable_features">
<label>Notable Features</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Asteron Character Box
|title1=Example
|image1=Example
|caption1=Example
|played_by=Example
|full_name=Example
|titles=Example
|aliases=Example
|birthday=Example
|alignment=Example
|class=Example
|deity=Example
|affiliations=Example
|occupation=Example
|status=Example
|race=Example
|gender=Example
|age=Example
|height=Example
|weight=Example
|hair_color=Example
|eye_color=Example
|notable_features=Example
}}
</pre>
</noinclude>
8a1qh13z5948l5283vpgl8ueixuvopn
Template:CC-BY-SA
10
41
41
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
41
wikitext
text/x-wiki
<div class="color2" id="cc-by-sa" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file is licensed under the [http://creativecommons.org/licenses/by-sa/3.0/ Creative Commons Attribution-Share Alike License].'''''
</div><noinclude>
{{documentation}}</noinclude>
k04ulcazpl9psu2t67rl8o3b3335kmv
Template:CC-BY-SA/doc
10
44
44
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
44
wikitext
text/x-wiki
;Description
:This template is used to mark images with the CC-BY-SA license.
;Syntax
:Type <code>{{t|CC-BY-SA}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
aot9hw4d4mgiyyscurz5ac65b99vead
Template:Cc-by-sa-3.0
10
16
16
2018-08-31T20:04:03Z
FANDOM
32769624
https
16
wikitext
text/x-wiki
{| class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:2px solid #88A;"
|-
| align="center" |https://images.wikia.com/messaging/images//thumb/7/79/CC_some_rights_reserved.svg/90px-CC_some_rights_reserved.svg.png<br />https://images.wikia.com/messaging/images//thumb/1/11/Cc-by_new_white.svg/24px-Cc-by_new_white.svg.png https://images.wikia.com/messaging/images//thumb/d/df/Cc-sa_white.svg/24px-Cc-sa_white.svg.png
| '''''This work is licensed under the Creative Commons [https://creativecommons.org/licenses/by-sa/3.0/ <span style="color:#002bb8;">Attribution-ShareAlike 3.0</span>] License.<br />{{#if:{{{1|}}}|<br />Attribution: {{{1|}}}}}'''''
|}<noinclude>
{{documentation}}</noinclude>
8c2bbwsfec0rqjhuxv9vgpruhw9bo14
Template:Cc-by-sa-3.0/doc
10
26
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2018-08-31T20:04:03Z
FANDOM
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1 revision: Updates made for portability
26
wikitext
text/x-wiki
;Description
:This template is used to mark images with the [http://creativecommons.org/licenses/by-sa/3.0/ CC-BY-SA-3.0] license.
;Syntax
:Type <code>{{t|cc-by-sa-3.0|attribution details}}</code> on the image information page.
:Replace "<code>attribution details</code>" with information about the source.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
hrfq26c3oykd4efvfnfqeg00ydloewz
Template:Delete
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<div name="Deletion notice" class="boilerplate metadata" id="delete" style="background-color:#fee; margin:1em; padding:5px 10px; border:1px solid #aaa;">
'''This page is a candidate for deletion.'''
''Remember to check [[Special:Whatlinkshere/{{FULLPAGENAME}}|what links here]] and [{{fullurl:{{FULLPAGENAME}}|action=history}} the page history] before deletion.''</div><includeonly>[[Category:Candidates for deletion]]</includeonly><noinclude>
{{documentation}}</noinclude>
cuf93rpdth5ijsd8c024rjge624fs32
Template:Delete/doc
10
47
47
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
47
wikitext
text/x-wiki
;Description
:This template is used to mark pages for deletion, categorizing them in [[:Category:Candidates for deletion]].
;Syntax
:Type <code>{{t|delete}}</code> on the page to be deleted.'''
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
q5ufecdlvxt096wtqf44vy2afa30c8n
Template:Disambig
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50
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<div name="Disambiguation notice" class="boilerplate metadata" id="disambig" style="background-color: #eef; margin: 0 1em; padding: 0 10px; border: 1px solid #aaa;">
'''This article is a disambiguation page for {{PAGENAME}}'''
The following is a list of links to pages that might share the same title.<br/>
Please follow one of the disambiguation links below or [[Special:Search|search]] to find the page you were looking for if it is not listed. If an [[Special:Whatlinkshere/{{FULLPAGENAME}}|internal link]] led you here, you may wish to change the link to point directly to the intended article.
</div><includeonly>[[Category:Disambiguations]]</includeonly><noinclude>
{{documentation}}</noinclude>
600jt8jdvls8xx6v2acv6hnpubhoqu0
Template:Disambig/doc
10
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49
2018-08-31T20:04:03Z
FANDOM
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1 revision: Updates made for portability
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wikitext
text/x-wiki
;Description
:Marks an article as a disambiguation page, adding a banner to the article and categorizing it under [[:Category:Disambiguations]].
:Articles using this template will also appear on [[Special:Disambiguations]].
;Syntax
:Add <code>{{t|disambig}}</code> at the top of a disambiguation page.
<includeonly>[[Category:Templates|Disambiguation]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
hqlr92c995b2je1grwsmqjp4nsoqyyp
Template:Documentation
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<includeonly>{| class="article-table" style="width:100%;" role="complementary"
|- style="font-size:18px;"
! style="padding:0px;" | <div style="width:100%; padding:3px 0px; text-align:center;" class="color1">Template documentation</div>
|-
| ''Note: portions of the template sample may not be visible without values provided.''
|-
| View or edit [[Template:{{PAGENAMEE}}/doc|this documentation]]. ([[Template:Documentation|About template documentation]])
|-
| Editors can experiment in this template's [{{fullurl:{{FULLPAGENAMEE}}/Draft|action=edit}} sandbox] and [{{fullurl:{{FULLPAGENAMEE}}/testcases}} test case] pages.
|}
<div style="margin:0 1em;">
{{{{{1|{{PAGENAME}}/doc}}}}}</div></includeonly><noinclude>{{Documentation}}[[Category:Template documentation| ]]</noinclude>
tdl6cc52xvlx3x9ubwx9k7l7brds8fb
Template:Documentation/doc
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2018-08-31T20:04:03Z
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32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
==Description==
This template is used to insert descriptions on template pages.
==Syntax==
Add <code><nowiki><noinclude></nowiki>{{t|documentation}}<nowiki></noinclude></nowiki></code> at the end of the template page.
Add <code><nowiki><noinclude></nowiki>{{t|documentation|documentation page}}<nowiki></noinclude></nowiki></code> to transclude an alternative page from the /doc subpage.
==Usage==
===On the Template page===
This is the normal format when used:
<pre>
TEMPLATE CODE<includeonly>Any categories to be inserted into articles by the template</includeonly><noinclude>
{{documentation}}</noinclude>
</pre>
''If your template is not a completed div or table, you may need to close the tags just before <code><nowiki>{{documentation}}</nowiki></code> is inserted (within the noinclude tags).''
''A line break right before <code><nowiki>{{documentation}}</nowiki></code> can also be useful as it helps prevent the documentation template "running into" previous code.''
===On the documentation page===
The documentation page is usually located on the /doc subpage for a template, but a different page can be specified with the first parameter of the template (see [[#Syntax|Syntax]]).
Normally, you will want to write something like the following on the documentation page:
<pre>
==Description==
This template is used to do something.
==Syntax==
Type <code>{{t|templatename}}</code> somewhere.
==Samples==
<code><nowiki>{{templatename|input}}</nowiki></code>
results in...
{{templatename|input}}
<includeonly>Any categories for the template itself</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
</pre>
Use any or all of the above description/syntax/sample output sections. You may also want to add "see also" or other sections.
Note that the above example also uses the [[Template:T]] and [[Template:T/piece]] templates.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
0asqkoffvtsszcezyfm9tcgvcvviy3x
Template:Fairuse
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5
2018-08-31T20:04:03Z
FANDOM
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1 revision: Updates made for portability
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wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file is copyrighted. It will be used in a way that qualifies as fair use under US copyright law.'''''
</div><noinclude>
{{documentation}}</noinclude>
kwz01imtg9h8cxowpjryt5fjl5po8ae
Template:Fairuse/doc
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
;Description
:This template is used to mark images as fair use.
;Syntax
:Type <code>{{t|fairuse}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
pt19oag3drdc7wx8k79hwqtpi2f8bxz
Template:From Wikimedia
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2018-08-31T20:04:03Z
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32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file was originally uploaded on Wikipedia or another Wikimedia project.'''''
</div><noinclude>
{{documentation}}</noinclude>
noadqmces8zonw238sdajdnlwyqn21s
Template:From Wikimedia/doc
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
;Description
:This template is used to mark images as having been uploaded on [[wikipedia:|Wikipedia]] or another [[wikimedia:|Wikimedia]] project.
;Syntax
:Type <code>{{t|From Wikimedia}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
4oxdjrlprk0ofdw8zhmsux32eo398qd
Template:Infobox character
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2018-08-31T20:04:03Z
FANDOM
32769624
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wikitext
text/x-wiki
<infobox>
<title source="name"/>
<image source="image">
<caption source="imagecaption" />
</image>
<group>
<data source="aliases"><label>Aliases</label></data>
<data source="relatives"><label>Relatives</label></data>
<data source="affiliation"><label>Affiliation</label></data>
</group>
<group>
<header>Biographical information</header>
<data source="marital"><label>Marital status</label></data>
<data source="birthDate"><label>Date of birth</label></data>
<data source="birthPlace"><label>Place of birth</label></data>
<data source="deathDate"><label>Date of death</label></data>
<data source="deathPlace"><label>Place of death</label></data>
</group>
<group>
<header>Physical description</header>
<data source="species"><label>Species</label></data>
<data source="gender"><label>Gender</label></data>
<data source="height"><label>Height</label></data>
<data source="weight"><label>Weight</label></data>
<data source="eyes"><label>Eye color</label></data>
</group>
</infobox><includeonly>[[Category:Characters]]</includeonly><noinclude>{{Documentation}}</noinclude>
lxb19p5b8l8eelwfd08dcpkvq1svhqu
Template:Infobox character/Draft
10
647
1332
2020-05-31T19:58:15Z
DaMightNinja
45957537
Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <data source="row1">..."
1332
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="row1">
<label>Label</label>
</data>
<data source="row2">
<label>Label</label>
</data>
</infobox>
<noinclude>
Example usage:<pre>
{{Infobox character/Draft
|title1=Example
|image1=Example
|caption1=Example
|row1=Example
|row2=Example
}}
</pre>
</noinclude>
9837ey3vx1m20oxm7onb6dy1cih4i21
1705
1332
2020-11-05T13:55:31Z
ZZTKKF
40135450
1705
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Character Info</header>
<data source="row1">
<label>Gender</label>
</data>
<data source="row2">
<label>Race</label>
</data>
<data source="class">
<label>Class</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
</group>
<group>
<header>Physical Information</header>
<data source="age">
<label>Age</label>
</data>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="hair">
<label>Hair</label>
</data>
<data source="eyes">
<label>Eyes</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Infobox character/Draft
|title1=Example
|image1=Example
|caption1=Example
|row1=Example
|row2=Example
}}
</pre>
</noinclude>
57t7e1qosnndb5x6v6ir02nrkf8zy0b
Template:Infobox character/doc
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2018-08-31T20:04:03Z
FANDOM
32769624
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wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>
{{infobox character
| name =
| image =
| imagecaption =
| aliases =
| affiliation =
| marital =
| birthDate =
| birthPlace =
| deathDate =
| deathPlace =
| species =
| gender =
| height =
| weight =
| eyes =
}}
</pre>
==Samples==
{{infobox character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| affiliation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
}}
<pre>
{{infobox character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| affiliation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
}}
</pre>
<includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
981yy5sr5k6ihlj8hhr4ff63zwtgbbk
93
59
2018-09-19T20:05:30Z
Springsight
35576760
/* Syntax */
93
wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>
{{infobox character
| name =
| image =
| imagecaption =
| playedby =
| alignment =
| birthDate =
| race =
| gender =
| height =
| weight =
| eyes =
}}
</pre>
==Samples==
{{infobox character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| affiliation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
}}
<pre>
{{infobox character
| name = Flowa
| image = Example.jpg
| imagecaption = Flowa, at rest
| aliases = Flo
| affiliation =
| marital =
| birthDate = July 21st, 2013
| birthPlace = Iowa
| deathDate =
| deathPlace =
| species = Plant
| gender =
| height =
| weight =
| eyes =
}}
</pre>
<includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
34fykmhcpz8ool9zsdou1u2n3gik3qf
Template:Infobox episode
10
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
54
wikitext
text/x-wiki
<infobox>
<title source="title"/>
<image source="image"><caption source="imagecaption"/></image>
<data source="partOfSeason"><label>Season</label></data>
<data source="episodeNumber"><label>Episode</label></data>
<data source="airDate"><label>Air date</label></data>
<data source="writer"><label>Writer</label></data>
<data source="director"><label>Director</label></data>
<group layout="horizontal">
<header>Episode guide</header>
<data source="previousEpisode"><label>Previous</label></data>
<data source="nextEpisode"><label>Next</label></data>
</group>
</infobox><includeonly>[[Category:Episodes]]</includeonly><noinclude>{{Documentation}}</noinclude>
iwv7hvnd4ux3z319pp4r1d9q4b47ykx
Template:Infobox episode/doc
10
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FANDOM
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wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>{{infobox episode
| title =
| partOfSeason =
| episodeNumber =
| image = [e.g. "Example.jpg"]
| airdate =
| writer =
| director =
| previousEpisode =
| nextEpisode =
}}</pre>
==Sample output==
{{infobox episode
| title = Flower of Babel
| partOfSeason = One
| episodeNumber = Three
| image = Example.jpg
| airdate = Unaired
| writer = D. Righta
| director = A. di Rektour
| previousEpisode = Episode Two
| nextEpisode = Episode Four
}}<pre>{{infobox episode
| title = Flower of Babel
| partOfSeason = One
| episodeNumber = Three
| image = Example.jpg
| airdate = Unaired
| writer = D. Righta
| director = A. di Rektour
| previousEpisode = Episode Two
| nextEpisode = Episode Four
}}</pre>
<includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
iymme36gzb59ye8rro011fk781s8eei
Template:Infobox event
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FANDOM
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wikitext
text/x-wiki
<infobox>
<title source="title"/>
<image source="image"><caption source="imagecaption"/></image>
<data source="performers"><label>Performers</label></data>
<data source="date"><label>Date</label></data>
<data source="location"><label>Location</label></data>
</infobox><includeonly>[[Category:Events]]</includeonly><noinclude>{{Documentation}}</noinclude>
3z1k7bytkr6hryueqk2da5zb6ycten6
Template:Infobox event/doc
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FANDOM
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wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>
{{infobox event
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| performers =
| date =
| location =
}}
</pre>
==Samples==
{{infobox event
| title = Flower du Jour
| image = Example.jpg
| performers = Awesome Ones
| date = All the time
| location = Everywhere
}}
<pre>
{{infobox event
| title = Flower du Jour
| image = Example.jpg
| performers = Awesome Ones
| date = All the time
| location = Everywhere
}}
</pre><includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
2g2nywb4twx8nc7z1eve1q04xvcaje7
Template:Infobox item
10
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<infobox>
<title source="title"/>
<image source="image"><caption source="imagecaption"/></image>
<data source="type"><label>Type</label></data>
<data source="effects"><label>Effects</label></data>
<data source="source"><label>Source</label></data>
<data source="buy"><label>Cost to buy</label></data>
<data source="sell"><label>Cost to sell</label></data>
</infobox><includeonly>[[Category:Items]]</includeonly><noinclude>{{Documentation}}</noinclude>
3jw03to6tc9qvqrja4neog4h50v3tle
Template:Infobox item/doc
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FANDOM
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wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>
{{infobox item
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| type =
| effects =
| source =
| buy =
| sell =
}}
</pre>
==Samples==
{{infobox item
| title = Power Flower
| image = Example.jpg
| type = Food
| effects = +1 Fire
| source = Vendor
| buy = 5g
| sell = 1g
}}<pre>
{{infobox item
| title = Power Flower
| image = Example.jpg
| type = Food
| effects = +1 Fire
| source = Vendor
| buy = 5g
| sell = 1g
}}
</pre><includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
rvf9hey4pgic9qy21k7m4zprw4ckmwr
Template:Infobox location
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FANDOM
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wikitext
text/x-wiki
<infobox>
<title source="title"/>
<image source="image"><caption source="imagecaption"/></image>
<image source="map"><caption source="mapcaption"/></image>
<data source="type"><label>Type</label></data>
<data source="level"><label>Level</label></data>
<data source="location"><label>Location</label></data>
<data source="inhabitants"><label>Inhabitants</label></data>
</infobox><includeonly>[[Category:Locations]]</includeonly><noinclude>{{Documentation}}</noinclude>
bvrimp1y7cq9ggij39zjid9h9kbc3kf
Template:Infobox location/doc
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FANDOM
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wikitext
text/x-wiki
==Description==
To use this template, copy the following code and fill in the appropriate fields.
==Syntax==
<pre>
{{infobox location
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| map = [e.g. "Example.jpg"]
| mapcaption =
| type =
| level =
| location =
| inhabitants =
}}
</pre>
==Samples==
{{infobox location
| title = Flora Island
| image = Example.jpg
| imagecaption = The island
| map = Example.jpg
| mapcaption = Zone map
| type = Contested
| level = 1-5
| location = Earth
| inhabitants = Stompy Humans, Drinky Bees
}}<pre>
{{infobox location
| title = Flora Island
| image = Example.jpg
| imagecaption = The island
| map = Example.jpg
| mapcaption = Zone map
| type = Contested
| level = 1-5
| location = Earth
| inhabitants = Stompy Humans, Drinky Bees
}}
</pre><includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
m6e3wvc984c78x17wgaavyxrk6sjzxp
Template:Infobox organization
10
820
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2020-11-01T05:59:09Z
ZenTheMan01
38690496
Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <data source="name">..."
1692
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="name">
<label>Name</label>
</data>
<data source="abbreviation">
<label>Abbreviation</label>
</data>
<data source="named_after">
<label>Named after</label>
</data>
<data source="land_of_origins">
<label>Land of origins</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="headquarters">
<label>Headquarters</label>
</data>
<data source="other_locations">
<label>Other locations</label>
</data>
<data source="region_of_operations">
<label>Region of operations</label>
</data>
<data source="purpose">
<label>Purpose</label>
</data>
<data source="motto">
<label>Motto</label>
</data>
<data source="owner">
<label>Owner</label>
</data>
<data source="members">
<label>Members</label>
</data>
</infobox>
<noinclude>
Example usage:<pre>
{{Infobox organization
|title1=Example
|image1=Example
|caption1=Example
|name=Example
|abbreviation=Example
|named_after=Example
|land_of_origins=Example
|alignment=Example
|headquarters=Example
|other_locations=Example
|region_of_operations=Example
|purpose=Example
|motto=Example
|owner=Example
|members=Example
}}
</pre>
</noinclude>
39eiw9bt5qwe138epc73xb24gumcf4g
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ZenTheMan01
38690496
1703
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="name">
<label>Name</label>
</data>
<data source="abbreviation">
<label>Abbreviation</label>
</data>
<data source="named_after">
<label>Named after</label>
</data>
<data source="land_of_origins">
<label>Land of origin</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="headquarters">
<label>Headquarters</label>
</data>
<data source="other_locations">
<label>Other locations</label>
</data>
<data source="region_of_operations">
<label>Region of operations</label>
</data>
<data source="purpose">
<label>Purpose</label>
</data>
<data source="motto">
<label>Motto</label>
</data>
<data source="owner">
<label>Owner</label>
</data>
<data source="members">
<label>Members</label>
</data>
</infobox>
<noinclude>
Example usage:<pre>
{{Infobox organization
|title1=Example
|image1=Example
|caption1=Example
|name=Example
|abbreviation=Example
|named_after=Example
|land_of_origins=Example
|alignment=Example
|headquarters=Example
|other_locations=Example
|region_of_operations=Example
|purpose=Example
|motto=Example
|owner=Example
|members=Example
}}
</pre>
</noinclude>
h9t7ddcxb36xxzten3zztubxtq5da0d
Template:Infobox quest
10
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
<infobox>
<title source="title"/>
<image source="image"><caption source="imagecaption"/></image>
<data source="start"><label>Start</label></data>
<data source="end"><label>End</label></data>
<data source="prerequisites"><label>Prerequisites</label></data>
<data source="level"><label>Level</label></data>
<data source="location"><label>Location</label></data>
<data source="rewards"><label>Rewards</label></data>
<group layout="horizontal">
<header>Quest progression</header>
<data source="previous"><label>Previous</label></data>
<data source="next"><label>Next</label></data>
</group>
</infobox><includeonly>[[Category:Quests]]</includeonly><noinclude>{{Documentation}}</noinclude>
h5c1r9le1g8b0e35rr3p4pvbqyvcb4q
Template:Infobox quest/doc
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FANDOM
32769624
/* Description */
55
wikitext
text/x-wiki
{{infobox quest
| title = Example infobox
| image = Example.jpg
| start = Chrys
| end = Geran
| prerequisites = None
| level = 5
| location = Earth
| rewards = Justice-Wrought Petals
| previous = A
| next = C
}}
==Description==
To use this template, copy the following code and fill in the appropriate fields. To add a field, use [[Special:InfoboxBuilder]].
==Syntax==
<pre>
{{infobox quest
| title =
| image = [e.g. "Example.jpg"]
| imagecaption =
| start =
| end =
| prerequisites =
| level =
| location =
| rewards =
| previous =
| next =
}}
</pre>
<includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Infobox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
mc3n4eq8ajao7je081rwc0xpuez2nc5
Template:Kitiara Template
10
643
1322
2020-05-31T19:18:33Z
DaMightNinja
45957537
Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <group> <header>..."
1322
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group>
<header>Section Header</header>
<data source="row1">
<label>Label</label>
</data>
<data source="row2">
<label>Label</label>
</data>
</group>
<group>
<header>Section Header</header>
<data source="row3">
<label>Label</label>
</data>
<data source="row4">
<label>Label</label>
</data>
</group>
<group>
<header>Section Header</header>
<data source="row5">
<label>Label</label>
</data>
<data source="row6">
<label>Label</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Kitiara Template
|title1=Example
|image1=Example
|caption1=Example
|row1=Example
|row2=Example
|row3=Example
|row4=Example
|row5=Example
|row6=Example
}}
</pre>
</noinclude>
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DaMightNinja
45957537
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wikitext
text/x-wiki
<infobox/>
<noinclude>
Example usage:<pre>
{{Kitiara Template
|title1=Example
|image1=Example
|caption1=Example
|row1=Example
|row2=Example
|row3=Example
|row4=Example
|row5=Example
|row6=Example
}}
</pre>
</noinclude>
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DaMightNinja
45957537
Expanded sections
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wikitext
text/x-wiki
<infobox>
<title source="name"/>
<image source="image">
<caption source="imagecaption" />
</image>
<group>
<data source="aliases"><label>Aliases</label></data>
<data source="relatives"><label>Relatives</label></data>
<data source="affiliation"><label>Affiliation</label></data>
</group>
<group>
<header>General information</header>
<data source="firstclass"><label>Primary Class</label></data>
<data source="secondclass"><label>Secondary Class</label></data>
<data source="profession"><label>Main Profession</label></data>
<data source="alignment"><label>Alignment</label></data>
<data source="diety"><label>Diety</label></data>
<data source="languages"><label>Languages</label></data>
</group>
<group>
<header>Equipment information</header>
<data source="weapons"><label>Weapons</label></data>
<data source="armour"><label>Armour</label></data>
<data source="magicitems"><label>Magic Items</label></data>
</group>
<group>
<header>Biographical information</header>
<data source="Age"><label>Age</label></data>
<data source="birthDate"><label>Date of birth</label></data>
<data source="birthPlace"><label>Place of birth</label></data>
<data source="residence"><label>Current Residence</label></data>
</group>
<group>
<header>Physical description</header>
<data source="species"><label>Species</label></data>
<data source="gender"><label>Gender</label></data>
<data source="height"><label>Height</label></data>
<data source="weight"><label>Weight</label></data>
<data source="eyes"><label>Eye color</label></data>
<data source="features" layout="stacked" ><label>Distinguising Features</label></data>
</group>
</infobox><includeonly>[[Category:Characters]]</includeonly><noinclude>{{Documentation}}</noinclude>
pc4kkum9a9lzgsn7cx7j7s2fe640la7
Template:Kitiara Template/doc
10
646
1331
2020-05-31T19:53:28Z
DaMightNinja
45957537
Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <data source="row1">..."
1331
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<data source="row1">
<label>Label</label>
</data>
<data source="row2">
<label>Label</label>
</data>
</infobox>
<noinclude>
Example usage:<pre>
{{Kitiara Template/doc
|title1=Example
|image1=Example
|caption1=Example
|row1=Example
|row2=Example
}}
</pre>
</noinclude>
bv15xbkcyax2cwvtaa02dkqql7vug8d
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DaMightNinja
45957537
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wikitext
text/x-wiki
<infobox>
<title source="title">
<default>{{PAGENAME}}</default>
</title>
<image source="image">
<caption source="caption"/>
</image>
<data source="row"/>
<group>
<header>Character Information</header>
<data source="primclass">
<label>Primary Class</label>
</data>
<data source="secclass">
<label>Secondary Class</label>
</data>
<data source="prof">
<label>Profession</label>
</data>
<data source="lang">
<label>Languages</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
<data source="deity">
<label>Deity</label>
</data>
</group>
<group>
<header>Biographical Information</header>
<data source="age">
<label>Age</label>
</data>
<data source="birthdate">
<label>Birth Date</label>
</data>
<data source="birthplace">
<label>Birth Place</label>
</data>
<data source="residence">
<label>Current Residence</label>
</data>
</group>
<group>
<header>Physical Information</header>
<data source="gender">
<label>Gender</label>
</data>
<data source="race">
<label>Race</label>
</data>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="hair">
<label>Hair</label>
</data>
<data source="eyes">
<label>Eyes</label>
</data>
<data source="feature" layout="stacked">
<label>Notable Features</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Kitiara Template
|title=Example
|image=Example
|caption=Example
|row=Example
|primclas=Example
|secclass=Example
|prof=Example
|lang=Example
|alignment=Example
|deity=Example
|age=Example
|birthdate=Example
|birthplace=Example
|residence=Example
|gender=Example
|race=Example
|height=Example
|weight=Example
|hair=Example
|eyes=Example
|feature=Example, Example
}}
</pre>
</noinclude>
95sts2fvffqicyyg96dm43px0yw4f9h
Template:Navbox
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
{| style="width:100%; margin-top:1em; border:1px solid #999; font-size:90%; text-align:center;"
|-
! style="padding:0.2em 0.5em;" nowrap="nowrap" class="color1" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}
|}<noinclude>
{{documentation}}</noinclude>
3xkfiaf5hr2cfvrz4dyzao8xl6lsfww
Template:Navbox/doc
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
;Description
:This template is used to create a basic navigation box. You can do so by calling the template, via the steps under "Syntax", but it is recommended to '''copy the code verbatim''' via the steps under "Navbox Creation".
;Navbox Creation
<createbox>
prefix=Template:
preload=Template:Navbox
editintro=Template:Navbox/doc
buttonlabel=Make your navbox!
default = Navbox Foo
</createbox>
#Think of a name for your navbox, like "Navbox Foo". Type it in the above field, press the button, and save the page immediately. Be ready to return to ''this'' page to see the rest of the instructions.
#Edit the resulting page in source mode.
#Replace <code>{{{header}}}</code> with the text you would like to appear in the header.
#Replace <code>{{{body}}}</code> with the text you would like to appear in the body.
#To add another section, copy these four lines of code immediately below the lines in the existing code that they resemble:
<pre>|-
! style="padding:0.2em 0.5em;" nowrap="nowrap" class="color1" | {{{header}}}
|-
| style="padding:0.2em 0.5em;" | {{{body}}}</pre>
Save the page once you have added as many sections as you needed, and filled them with content. You may also want to create a /doc subpage explaining that to call the resulting template, one must only type <code>{<nowiki/>{Navbox Foo}}</code>, or rather, whatever we decided to name the template in step 1.
;Syntax
<pre>{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}</pre>
:Results in...
{{navbox
|header=Land of Bob
|body=This <nowiki>[[place]]</nowiki> and that <nowiki>[[place]]</nowiki>.
}}
<includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Navbox|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
97glr7dydvlwxiiq6jffdazymdzq5yq
Template:Other free
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42
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
42
wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file is licensed under a free license.'''''
</div><noinclude>
{{documentation}}</noinclude>
blbx1e8uig8l7uwcw0ujfd03quz5cp8
Template:Other free/doc
10
43
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
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wikitext
text/x-wiki
;Description
:This template is used to mark images with a free license not covered by other image templates.
;Syntax
:Type <code>{{t|Other free}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
2fexkneznrobyg4jhnuwg0m6omdqieo
Template:PD
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4
4
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
4
wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file is in the public domain'''''
</div><noinclude>
{{documentation}}</noinclude>
g8mloy93d3el2a56qw883olbaaytr79
Template:PD/doc
10
27
27
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
27
wikitext
text/x-wiki
;Description
:This template is used to mark images as being in the public domain.
;Syntax
:Type <code>{{t|PD}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
dabi1zsu7bc04rxxfp4xyg8we0ldliq
Template:Permission
10
12
12
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
12
wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file is copyrighted. The copyright holder has given permission for its use.'''''
</div><noinclude>
{{documentation}}</noinclude>
65a8iyjax8sy29ukaqs4jcz5j293rrf
Template:Permission/doc
10
24
24
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
24
wikitext
text/x-wiki
;Description
:This template is used to mark images as being copyrighted, but the copyright holder has given permission for its use.
;Syntax
:Type <code>{{t|permission}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
pbnt6x3645efifp9jzn3efnyu82nhcv
Template:Quote
10
77
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
77
wikitext
text/x-wiki
<blockquote class="quote">"''{{{quote|{{{1}}}}}}''"
{{#if:{{{speaker|{{{2|}}}}}}|<cite>― {{{speaker|{{{2}}}}}}{{#if:{{{source|{{{3|}}}}}}|<sup class="noprint">[[{{{source|{{{3}}}}}}|[source]]]</sup>}}</cite>}}</blockquote><noinclude>{{Documentation}}</noinclude>
tgpkqdjetj1bfq98v0u96wq5rgv56db
Template:Quote/doc
10
78
78
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
78
wikitext
text/x-wiki
==Description==
To use this template, enter the following and fill in the appropriate fields. Most fields left blank will not show up.
==Syntax==
<pre>
{{Quote
| quote =
| speaker =
| source =
}}
</pre>
As an alternative, these can be placed in positional order.
==Samples==
{{Quote
| quote = When you play the game of thrones, you win or you die.
| speaker = [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| source = w:c:gameofthrones:You Win or You Die
}}
<pre>
{{Quote
| quote = When you play the game of thrones, you win or you die.
| speaker = [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| source = w:c:gameofthrones:You Win or You Die
}}
</pre>
or
<pre>
{{Quote
| When you play the game of thrones, you win or you die.
| [[w:c:gameofthrones:Cersei Lannister|Cersei Lannister]]
| w:c:gameofthrones:You Win or You Die
}}
</pre><includeonly>[[Category:Templates|{{PAGENAME}}]][[Category:Templates/Quote|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
sj3ul7q0u9s7z454hkgn24lt86rcb3t
Template:Schmaked character
10
756
1556
2020-09-01T07:35:27Z
Smoaked
46774089
Created page with "<infobox> <title source="title1"> <default>{{PAGENAME}}</default> </title> <image source="image1"> <caption source="caption1"/> </image> <group collapse="ope..."
1556
wikitext
text/x-wiki
<infobox>
<title source="title1">
<default>{{PAGENAME}}</default>
</title>
<image source="image1">
<caption source="caption1"/>
</image>
<group collapse="open">
<header>Character Information</header>
<data source="alias">
<label>Alias</label>
</data>
<data source="relatives">
<label>Relatives</label>
</data>
<data source="occupation">
<label>Occupation</label>
</data>
<data source="gender">
<label>Gender</label>
</data>
<data source="alignment">
<label>Alignment</label>
</data>
</group>
<group collapse="open">
<header>Physical Infomation</header>
<data source="height">
<label>Height</label>
</data>
<data source="weight">
<label>Weight</label>
</data>
<data source="eye_color">
<label>Eye Color</label>
</data>
<data source="race">
<label>Race</label>
</data>
</group>
</infobox>
<noinclude>
Example usage:<pre>
{{Schmaked character
|title1=Example
|image1=Example
|caption1=Example
|alias=Example
|relatives=Example
|occupation=Example
|gender=Example
|alignment=Example
|height=Example
|weight=Example
|eye_color=Example
|race=Example
}}
</pre>
</noinclude>
k4j8v184p9pjzysnwko7plgn1qcedi7
Template:Self
10
13
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
13
wikitext
text/x-wiki
<div class="color2" id="c-fairuse" style="width:90%; margin:0 auto; padding:10px; border:1px solid #A8ACA8;">
'''''This file was uploaded by the photographer or author.'''''
</div><noinclude>
{{documentation}}</noinclude>
lf83v50vvx1nwnupqkve85oo992y9by
Template:Self/doc
10
25
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
25
wikitext
text/x-wiki
;Description
:This template is used to mark images as having been uploaded by the photographer or author.
;Syntax
:Type <code>{{t|self}}</code> on the image information page.
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
135dq46ihrkcwpoyai852cxqf2dbsc0
Template:StructuredQuote
10
883
1917
2024-09-03T08:26:12Z
FANDOMbot
32794352
Imported default template
1917
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div style="pull-quote_text>{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
{{#if:{{PROTECTIONEXPIRY:edit | Template:StructuredQuote/doc }} | {{Documentation}} | }}
</noinclude>
4sm7qh2pbsnyphkhh1ylhvyy27diyaf
1918
1917
2024-10-22T06:08:21Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
1918
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
oo5b57fo2xd1mceyzo6sr5v16rl78qn
1919
1918
2024-11-08T14:30:24Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
1919
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
t808cx5iy65gb6scx67s6giyg81ape0
1920
1919
2024-11-15T12:39:40Z
FANDOMbot
32794352
Updated default StructuredQuote template. See https://community.fandom.com/wiki/Help:Structured_Quotes for more details.
1920
wikitext
text/x-wiki
<blockquote class="pull-quote">
<div class="pull-quote__text">{{{text|Text...}}}</div>
<p style="text-align: right"><cite>—{{{speaker|speaker}}}{{#if:{{{receiver|}}}|, to {{{receiver|}}}}}{{#if:{{{attribution|}}}|, {{{attribution|}}}}}{{#if:{{{source|}}}|, {{{source|}}}}}</cite></p>
</blockquote>
<noinclude>
==Description==
A template used for displaying Structured Quotes ( ''<nowiki>{{#SQuote:}}</nowiki>'' ). If you want to unlock the full potential of Structured Quotes, please avoid using this template directly, and consider ''<nowiki>{{#SQuote:}}</nowiki>'' markup instead.
See https://community.fandom.com/wiki/Help:Structured_Quotes for extra information about Structured Quotes.
==Syntax==
<pre>
{{StructuredQuote
| text =
| speaker =
| receiver =
| attribution =
| source =
}}
</pre>
==Samples==
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[w:c:en.starwars:Yoda|Yoda]]
|receiver=[[w:c:en.starwars:Luke_Skywalker|Luke Skywalker]]
|source=[[w:c:en.starwars:Star_Wars:_Episode_V_The_Empire_Strikes_Back|Star Wars: Episode V The Empire Strikes Back]]
}}
<pre>
{{StructuredQuote
|text=Size matters not. Look at me. Judge me by my size, do you? Hmm? Hmm. And well you should not. (...)
|speaker=[[Yoda]]
|receiver=[[Luke Skywalker]]
|source=[[Star Wars: Episode V The Empire Strikes Back]]
}}
</pre>
== TemplateData ==
<templatedata>
{
"params": {
"text": {
"label": "Quote text",
"description": "quote text",
"type": "content",
"required": true
},
"speaker": {
"label": "Person(s) quoted",
"description": "individual(s) who uttered or wrote the quoted words (wikitext links, comma-separated)",
"type": "content",
"required": true
},
"receiver": {
"label": "Person(s) to whom the quote was spoken",
"description": "person the quote was spoken to (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"attribution": {
"label": "Attribution(s)",
"description": "attribution (wikitext links, comma-separated)",
"type": "content",
"suggested": true
},
"source": {
"label": "Quote source",
"description": "place where it was spoken (wikitext link)",
"type": "content",
"suggested": true
}
},
"format": "block"
}
</templatedata>
</noinclude>
5gtdrd3qkchyra4j769eptz3qivs29m
Template:T
10
36
36
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
36
wikitext
text/x-wiki
<nowiki>{{</nowiki>[[Template:{{{1}}}|{{{1}}}]]{{t/piece|{{{2|---}}}}}{{t/piece|{{{3|---}}}}}{{t/piece|{{{4|---}}}}}{{t/piece|{{{5|---}}}}}{{t/piece|{{{6|---}}}}}{{t/piece|{{{7|---}}}}}{{t/piece|{{{8|---}}}}}{{t/piece|{{{9|---}}}}}{{t/piece|{{{10|---}}}}}{{t/piece|{{{11|---}}}}}{{t/piece|{{{12|---}}}}}{{t/piece|{{{13|---}}}}}{{t/piece|{{{14|---}}}}}{{t/piece|{{{15|---}}}}}{{t/piece|{{{16|---}}}}}{{t/piece|{{{17|---}}}}}{{t/piece|{{{18|---}}}}}{{t/piece|{{{19|---}}}}}{{t/piece|{{{20|---}}}}}{{t/piece|{{{21|---}}}}}<nowiki>}}</nowiki><noinclude>
{{documentation}}</noinclude>
d49se9v498od26tkx7br49dfrf6ywnj
Template:T/doc
10
21
21
2018-08-31T20:04:03Z
FANDOM
32769624
21
wikitext
text/x-wiki
;Description
:A template link with a variable number of example parameters (0-20), which can be used to show example inputs.
:Utilises [[Template:T/piece]].
;Syntax
:{{t|t|parameter1|parameter2|parameter3|parameter4|...|parameter20}}
;Sample code
:<code><nowiki>{{t|infobox}}</nowiki></code> gives...
:{{t|Infobox character}}
:<code><nowiki>{{t|Infobox character|Item1|Item2|Item3|Item4|Item5|...}}</nowiki></code> gives...
:{{t|Infobox character|Item1|Item2|Item3|Item4|Item5|...}}
;See also
:[[w:c:wow:Template:T|Template:T]] on WoWWiki
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
h2qd8tcyv1ontnq82yko8a8okkr40yo
Template:T/piece
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2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
37
wikitext
text/x-wiki
{{#ifeq: {{{1|---}}}|---|||<span style="color:gray;">''<{{{1}}}>''</span>}}<noinclude>
{{documentation}}</noinclude>
si7jwpfofzeeyqufb5wjvb781qr2745
Template:T/piece/doc
10
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22
2018-08-31T20:04:03Z
FANDOM
32769624
1 revision: Updates made for portability
22
wikitext
text/x-wiki
;Description
:Parameter piece for {{t|t}}, controls styling/showing of parameter fragments.
;See also
:[[w:c:wow:Template:T/piece|Template:T/piece]] on WoWWiki
<includeonly>[[Category:Templates|{{PAGENAME}}]]</includeonly><noinclude>[[Category:Template documentation|{{PAGENAME}}]]</noinclude>
otrzijc9s23bxspyvwcwr9qkd23utjd
Category:Albums
14
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102
2018-09-19T22:08:55Z
Springsight
35576760
Created page with "{{delete|''<extraneous category>''}}"
102
wikitext
text/x-wiki
{{delete|''<extraneous category>''}}
lett0pdhibno2opyinphsh5s3d5wb2t
Category:Blog posts
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2018-08-31T20:04:03Z
FANDOM
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70
wikitext
text/x-wiki
[[Category:Browse]]
puqc8r9eprs4g8tnd3en9i77m5fefen
Category:Books
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2018-09-19T22:09:14Z
Springsight
35576760
Created page with "{{delete|''<extraneous>''}}"
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wikitext
text/x-wiki
{{delete|''<extraneous>''}}
optomze4a6h9zv7j34x79c2x03953ig
Category:Browse
14
2
2
2018-08-31T20:04:03Z
FANDOM
32769624
2
wikitext
text/x-wiki
The main category for this community. A full list of existing categories can be found at [[Special:Categories]].
5ig3lakvg79nu0pewgho0gy54c6bvxc
Category:Candidates for deletion
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2018-08-31T20:04:03Z
FANDOM
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wikitext
text/x-wiki
Pages in this category have been labelled for deletion. To add a page to this category, type {{t|delete}} on the page.
[[Category:Browse]]
2qwmtb1dedeabxhi0oyp4svnugwqb0t
Category:Characters
14
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250
2018-11-15T00:04:35Z
Springsight
35576760
Created page with "{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|de..."
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{{ATCOS_Character_Infobox|title1 = Jaci Khefet|image1 = Boiperfectish.jpg|caption1 = "I got this. Just watch."|gender = M|race = Elf|class = Witch / Arcanist|alignment = NG|deity = -|age = 18|height = 5'1|weight = 104|hair = Black|eyes = Gold}}
== '''Backstory''' ==
Jaci Khefet was an orphan dropped off at Valerie Khefet's mansion in the center of a big city in Osirian. She took him in, and taught him the ways of magic, as he had nowhere else to go to, and the orphange wasn't any place for him. He got most of his sassiness from his mother, and as he grew up, he learned the ways of witchcraft, and then set out into the world to study at the Arcanamirium in Absalom!
== '''Story So Far''' ==
Jaci came to Absalom to study magic, and while he's currently doing that, he's also become something of an amateur adventurer! He first started with a journey into the Shadow Plane, and found a platinum staff there that seems to be a sentient artifact. He's participated in a few other adventures since then, including one in which he fought hordes of shadows. In that battle, an ancient light awakened within him, a holy power running in his blood from an ancient Osirian god.
== '''Appearance''' ==
Jaci Khefet is a young man of slight stature and caramel-colored skin, with a head of messy black tousled hair. His eyes are a light, pale gold, and they tend to deepen in shade when he starts using magic, particularly that of a good descriptor. Jaci either favors a tunic shift in the traditional Osirian style, along with the hat his mom gave him, or a form-fitting black jumpsuit with a long dark brown cloak. He wears a gold earring in one ear, and two fingerless gloves reach to about his elbows.
== '''Personality''' ==
Jaci is a fun-loving and relaxed person. He seems to get along well with all races, and holds no prejudice towards anyone, whether they're ugly, or they're sick, old, or young, he doesn't care. He just tries to make friends with them. He's generally knowledgeable about almost everything, so he has something to connect to everyone with, which is certainly a plus. He can also be extremely sassy or bitingly witty to his friends, and it has a meaner tone when directed at his enemies.
== '''Friends/Enemies''' ==
[[Dala Chenaanah]] - A catfolk who he became fast friends with after he helped her get back home and discover her true might. They date on and off.
[[Phoebe Fulgur]] - A rather fiery young Paladin who Jaci talks to sometimes. They share eye glowy colors!
eijfrojw70hsms3b0sdvvwbdr8qn7a1
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2018-11-15T00:05:42Z
Springsight
35576760
Removing all content from page
251
wikitext
text/x-wiki
phoiac9h4m842xq45sp7s6u21eteeq1
397
251
2019-02-17T23:59:37Z
Venyil
33978110
397
wikitext
text/x-wiki
== Elijah Goldman ==
{{ATCOS_Character_Infobox|title1 = Elijah Goldman|image1 = D1bd3224a51d31d5cba4bd61a0e3db36.png|gender = Male|race = Human|class = Sorcerer / Oracle|alignment = TN|deity = Brigh|age = 23|height = 6' 1"|weight = 198|hair = Black|eyes = Gray}}
d8x0oy3wwqoc8ewc1sptvec93invx13
398
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2019-02-23T05:16:05Z
Springsight
35576760
/* Elijah Goldman */
398
wikitext
text/x-wiki
== ==
ew5of5tnecwgjoarebygb2l0zdj5c8p
875
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SubspacePB
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875
wikitext
text/x-wiki
== Gobbit Lashtongue==
Gobbit Lashtongue is a Grippli hunter, With ruby-flecked crimson eyes that protrude out from the top of his strangely flat head. Typically, he wears a tunic on his torso and tightly bound wraps over his limbs. His actual clothing is all a bluish-black to mimic the late-night sky's color. He carries several miscellaneous pieces of equipment around with him at all times, but his mainstay are the 30 wooden stakes that are looped into a black leather bandolier he wears at all times.
1/20/2020
Gobbit Lashtongue first arrives in Absalom, his unmistakable guise being quite conspicuous. After roaming the town for some time, fumbling through conversation without speaking, he managed to be directed to the Irrorium, where he showcased Grippli Martial Arts. His fighting style was a quite distinctive form that relied on using an opponent's size against them. Leaping atop them to impale them with stakes, should the initial strike not end their lives he continues by disabling them slowly, and finally delivering a killing blow when they cannot strike back. Though he fell unconscious later on, he did make quite a showing of that fighting style. He would have, perhaps, been overshadowed by the samurai's performance in the ring if it were not for the novelty of his species and grisly combat style.
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This category contains [[Help:Disambiguation|disambiguation]] pages — navigational aids which list other pages that might otherwise share the same title. If an internal link referred you to one of these pages, you might want to go back and fix it to point directly to the intended page.
'''Pages may be included in this category by the addition of the template {{t|disambig}} just before the list of similarly-named pages.'''
[[Category:Browse]]
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'''For a full list of help pages, see [[Help:Contents]],''' which includes help pages shared across Wikia.
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'''Images''' on {{SITENAME}}.
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{{ATCOS_Character_Infobox|title1 = Verus Amberson|image1 = Verusamberson.jpg|caption1 = "I'm a lover, but I'm also a fighter."|gender = Male|race = Human|class = Paladin/(Gestalt)Ninja: Hunting Serpent|alignment = LG|deity = Shelyn|age = 21|height = 5'11''|weight = 190 lbs|hair = Honey Blonde|eyes = Green}}
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=='''<font size="6">Story so Far</font>'''==
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WiP
=='''<font size="6">Personality Traits</font> '''==
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=='''<font size="6">Friends/Enemies</font> '''==
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{{ATCOS_Character_Infobox|title1 = Verus Amberson|image1 = Verusamberson.jpg|caption1 = "I'm a lover, but I'm also a fighter."|gender = Male|race = Human|class = Paladin/(Gestalt)Ninja: Hunting Serpent|alignment = LG|deity = Shelyn|age = 21|height = 5'11''|weight = 190 lbs|hair = Honey Blonde|eyes = Green}}
=='''<font size="6">Background</font>'''==
WiP
=='''<font size="6">Story so Far</font>'''==
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=='''<font size="6">Appearance</font> '''==
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=='''<font size="6">Personality Traits</font> '''==
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=='''<font size="6">Friends/Enemies</font> '''==
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[[Category:Characters]]
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{{ATCOS_Character_Infobox|title1 = Verus Amberson|image1 = Verusamberson.jpg|caption1 = "I'm a lover, but I'm also a fighter."|gender = Male|race = Human|class = Paladin/(Gestalt)Ninja: Hunting Serpent|alignment = LG|deity = Shelyn|age = 21|height = 5'11''|weight = 190 lbs|hair = Honey Blonde|eyes = Green}}
=='''<font size="6">Background</font>'''==
WiP
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=='''<font size="6">Appearance</font> '''==
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== Gobbit Lashtongue ==
Gobbit Lashtongue is a Grippli hunter, With ruby-flecked crimson eyes that protrude out from the top of his strangely flat head. Typically, he wears a tunic on his torso and tightly bound wraps over his limbs. His actual clothing is all a bluish-black to mimic the late-night sky's color. He carries several miscellaneous pieces of equipment around with him at all times, but his mainstay are the 30 wooden stakes that are looped into a black leather bandolier he wears at all times.
1/20/2020
Gobbit Lashtongue first arrives in Absalom, his unmistakable guise being quite conspicuous. After roaming the town for some time, fumbling through conversation without speaking, he managed to be directed to the Irrorium, where he showcased Grippli Martial Arts. His fighting style was a quite distinctive form that relied on using an opponent's size against them. Leaping atop them to impale them with stakes, should the initial strike not end their lives he continues by disabling them slowly, and finally delivering a killing blow when they cannot strike back. Though he fell unconscious later on, he did make quite a showing of that fighting style. He would have, perhaps, been overshadowed by the samurai's performance in the ring if it were not for the novelty of his species and grisly combat style.[[Category:Characters]]
[[Category:Player Characters]]
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This category should contain all '''template documentation pages'''. See [[Template:Documentation]] for more details.
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This is the base category for '''templates'''. Templates should be placed in appropriate subcategories.
See [[Project:Templates]] for collated information on templates.
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FANDOM
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Thread:Jake Command Wolf/@comment-32769624-20200528113459
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Hi, welcome to {{SITENAME}} I'm a member of Fandom's Community Support team. Thank you for your edit to [[:File:0cf83a9cfae114fab432ba781374be6b.png]]!
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Thread:LXXKDEAD/@comment-32769624-20180920004526
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32769624
Created page with "Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Anima.png]]! If you need help getting started, check out our [[Help:Getting St..."
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Anima.png]]!
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Thread:Lavanter/@comment-32769624-20191120234749
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Thread:Layfi/@comment-32769624-20190429033731
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Thread:LuckySlugger/@comment-32769624-20200122043436
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FANDOM
32769624
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Thread:Mortum1Falcatae/@comment-32769624-20201113030803
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FANDOM
32769624
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FANDOM
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FANDOM
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Thread:Myrforestria/@comment-32769624-20200531040131
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FANDOM
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Thread:Neetshot/@comment-32769624-20200608131819
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Thread:Nexusbeaudoin/@comment-32769624-20191102071529
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FANDOM
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:Orenzio]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:Orenzio]]!
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Thread:Pandasecret1/@comment-32769624-20191101193424
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FANDOM
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Thread:Pendaran/@comment-32769624-20190518044227
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32769624
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Thread:PewfMuffin/@comment-32769624-20190628020602
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Sample-885e917e4990661633b72fe2cce62d23 (1).png]]!
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Thread:Pgmyboy/@comment-32769624-20200204064412
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FANDOM
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Hi, welcome to {{SITENAME}} I'm a member of Fandom's Community Support team. Thank you for your edit to [[:File:Colin.png]]!
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Thread:Phaedranor/@comment-32769624-20200530092446
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FANDOM
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Thread:SaltyFiend/@comment-32769624-20200903183646
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Thread:Shadowtalon7/@comment-32769624-20200602080010
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:Silas]]!
If you need help getting started, check out our [[Help:Getting Started|help pages]] or contact me or [[Special:Listusers/sysop|another admin]] here. For general help, you could also stop by [[w:c:community:main page|Community Central]] to explore the [[w:c:community:Special:Forum|forums]] and [[w:c:community:Blog:Wikia_Staff_Blog|blogs]].
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Hi, welcome to {{SITENAME}} I'm a member of Fandom's Community Support team. Thank you for your edit to [[:File:Drog.jpg]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Duong-ct-sheep-final.jpg]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:N Mythweavers.png]]!
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Hello, I'm a member of FANDOM's Community Support team. We're excited to have Absalom, The City of Secrets Wiki as part of the FANDOM community!
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Thread:Starfletcher5/@comment-32769624-20180920025429
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Alfranz.png]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Token 1 (1).png]]!
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Thread:TheTrueDecamonos/@comment-32769624-20200730152658
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Tala3.png]]!
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Thread:TheWhacko/@comment-32769624-20200225032731
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Thread:Theyashanight/@comment-32769624-20200120045832
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Hi, welcome to {{SITENAME}} I'm a member of Fandom's Community Support team. Thank you for your edit to [[:Lady Tallra Blundune/Lady wolf]]!
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Thread:Thruxus/@comment-32769624-20190717064030
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Untitled-6.png]]!
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Thread:Venyil/@comment-32769624-20190217214936
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Hi, welcome to {{SITENAME}} I'm a member of Fandom's Community Support team. Thank you for your edit to [[:Nai Soguwa]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:Eric Mcfoil]]!
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Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:Dezba Bidziil]]!
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Thread:Zeon705/@comment-32769624-20180921192356
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Created page with "Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Verusamberson.jpg]]! If you need help getting started, check out our [[Help:Ge..."
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Thread:Zerograva/@comment-32769624-20190703063738
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2019-07-03T06:37:38Z
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Created page with "Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Eb50c89b56aa4dc51634403b0ceef259.jpg]]! If you need help getting started, chec..."
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Thread:Регалий/@comment-32769624-20191009113827
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2019-10-09T11:38:27Z
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Created page with "Hi, I'm an admin for the {{SITENAME}} community. Welcome and thank you for your edit to [[:File:Gerhart.jpg]]! If you need help getting started, check out our [[Help:Getting ..."
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User blog:Jake Command Wolf
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Jake Command Wolf
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User blog:Jake Command Wolf/Fiend's Reach and "The fucking furry", what really happened?
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Jake Command Wolf
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Hello everyone.
You may know me, you probably don't, at least not under this handle, on Discord I am better known as Lestia Urufuhando, aka Lessy, aka "The fucking furry". There's a bit of rumor going around on your server that I tried a hostile takeover on Fiend's Reach a year or so back, at least that's the way Seina and Nyroka spin it.
So quick rundown; Nyroka was the "head admin" and host of Fiend's Reach, but in reality he rolled over to whatever Seina said or wanted so was little more then an apologizing figure head. Rylee was there too, but she was just a glorified parrot who white knighted and repeated every thing Seina said, so is not important, even less so to this story.
I was and still am an outspoken advocate that living world GMs and other staff are held accountable for their actions, and when things start going down hill, and fast as was the case for Fiend's Reach, I don't hesitate to try and pull things back together, to get cooler heads to prevail and maybe just maybe save the community I've spent weeks if not months with from falling apart.
As many of you may, or may not know, Living Worlds, at least those hosted on Roll20 tend to be fairly... volatile, as few people who take up the reigns of Admin really understand what they are getting themselves into, and it has a nasty tendency of bringing out the worst in people, as power often does.
This was true for Fiends Reach, even worse is that was born as "Blackjack & Hookers" Living World, one made of a break off of a large number of dissatisfied players from another one who made there world in the image of the one they left, doing exactly nothing to try and fix the flaws that made them leave in the first place, tweaking a few things, a fresh coat of paint to cover up all the old problems and viola! New living world doomed to the same fate as the one it sprung off of.
I started as a player in Fiend's Reach and got enough into the community I became a game master and part of the staff, but... I was really never "part" of it. I was always treated like an outsider, never part of the "clique" and it was clear as day that Seina didn't like me or anything I did and looked for every instance she could punish me, because I (politely) called her out on her bullshit, something Nyroka and the other GMs never did, at least not unless all of them agreed and ganged up on her when she pulled some of her more egregious shenanigans.
More then once after a session I was targeted for "reprimands" for things I did, like calling for Knowledge (Nature) instead of Knowledge (Dungeoneering) when trying to identify a fay creature, and being talked down to like I went out of my way to kill a player or something of that degree. Didn't help she had a little birdy who'd nark to her on every little thing I did, I don't recall her name, but she was in every game I got yelled at for, curious that.
She treated her little stool pidgeon much like a pet, and she and her boyfriend both became lore writers (GMs who make lore but don't run sessions) on Fiend's Reach with the normal voting system more or less hand waved as she claimed "It was gonna be yes anyway" before most of us in the team even voted, aka she played favorite and like to keep people close and well taken for that jumped when she said jump.
This all came to a head with one problematic player who wasn't the little bird, he simply wasn't fun to have in a game for constantly asking things like "is this a surprise round?", when the '''''party''''' were the ones surprised, spamming a list of a half dozen spells he was casting before combat started, despite being told multiple times he couldn't, transmitting everything I mentioned about a monster he knowledge checked by saying; "I tell them all this", despite being told multiple times he had 6 seconds in his turn to speak and to choose what he said wisely.
Needless to say along with all the other baggage I was dealing with at that time in Living World, I wasn't keen to have him join my encounters so asked him not to play in them anymore (again, polietly). This was a right, stated in text on the discord's rules channel that all GMs had and could invoke at any time. Despite this Seina, Pidgeon and Pidgeon's boyfriend saw this as me bullying them, and I not only pointed to the rule but chose to hold my ground in a debate they didn't like.
I was kicked out of the staff the very next day, with majority sucking up to Seina there was no discussion about this, Seina was pissy, most of her gaggle folded to her demands to appease her and I was out. Still I did stay on as a player for a month or so, despite my better judgement as I was still attached to many of the people in Fiend's Reach and wanted to keep RPing with them.
One such person was Wabba, whom one his character and my own most played character spent lots of time RPing, and someone I confided in as a friend. One such thing I laid bare was my feeling Fiend's Reach wasn't gonna last long the way it was being run, and with so many of us putting so much time into it I didn't wanna see it go up in flames like 90% of living worlds did. So I mentioned wanting to call a pow wow and sit down and talk with everyone on the server, player, GMs and Admins all having an equal fair say about the current state of things and how to be make things better.
My exact words were; "Thinking of getting a bunch of peeps together and giving Nyroka and friends an ultimatum of either step down from GM status (but not lore mastering) or a bunch of us flat out leave". Not the best choice in words by myself, I was very angry with how far things had gone down hill at this point and wanted to stem the tide of blood even if brash cauterization was the only way.
This ended up being both a betrayal and a mistake;
The person I thought was my friend and that I could trust promptly ratted me out to Seina, who banned me from the Discord, Roll20 and Enjin forums on the spot. According to some friends I stayed in touch with this was because of "trying to incite a coup", despite the fact I never mentioning to Wabba wanting to take the reigns myself, power mad and bending over backwards for Seina like they where I just wanted to keep Fiend's Reach from tearing itself apart and everyone drifting off to new places.
I failed at this, obviously, as not only did another living world I joined call Nibiru split off from Fiend's Reach "blackjack & hookers" style but less than a year into it's life it to split again the same way. Seina doesn't handle power well, it utterly brings out the worst in her, and if I can be frank makes her a nasty spiteful person, which I know she isn't inside.
So that's the truth of it, what really happened in Fiend's Reach. You don't have to take my word for it if you want, but I wanted my side of the story to be known and not just the gossip rumor mill Seina has been churning out to be the only version of events.
If anyone wants to ask more questions feel free to invite me to your Discord, I'm more then happy to chat about this further.
[[Category:Blog posts]]
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Blog:Recent posts
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2018-08-31T20:04:03Z
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Blog listing page created.
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<bloglist summary="true" timestamp="true" count=50>
<title>Recent posts</title>
<type>plain</type>
<order>date</order>
</bloglist>
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